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Dwarf Fortress => DF Modding => Mod Releases => Topic started by: Taffer on December 10, 2016, 01:44:23 pm

Title: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Taffer on December 10, 2016, 01:44:23 pm
This is my editor's pass over Dwarf Fortress. I want to make the game more pleasant to read and play, but I'm a minimalist at heart. I don't stray from the vanilla files unless it's worth it.

You'll need DF v47.04. If you have a saved world, delete it.

DOWNLOAD (https://gitlab.com/dwarf-fortress/revised/repository/v3.1.1/archive.zip) & REPOSITORY (https://gitlab.com/dwarf-fortress/revised)

This isn't an exhaustive list of changes, but it tries to be.

I've improved the writing wherever I can:
• Every creature has a new description. (Taffer & Toothspit)
• Generated creature descriptions are also improved. For example, minotaurs have hooves and penguin people have spotted fur. Relevant bugs have been fixed. (Taffer)
• Every humanoid has new baby and child names. (Taffer & Dirst)
• Helpful tooltips explain many reactions. (Button, Meph, & Taffer)
• The dictionary is much bigger than it used to be. This feature is optional. (GoblinCookie & Amostubal)
• Many more changes than mentioned above. For example, you smelt metal, you don't make it. Combat logs are more legible. (Taffer, Button, Dirst, Deon, & Igfig)

Your game might be more fun to play:
• You can use chitin to create bone armor and crafts. (Taffer)
• Your dwarves can brew oats into beer. (Button)
• Your dwarves can empty buckets of water. (Button)
• Furry creatures yield fur, not leather. (Taffer)
• Carve bone arrows and bolts in adventure mode. (Deon)
• You can carve more obsidian weapons. (Sver)
• Wooden maces and hammers can be crafted for training. (Sver & Warlord255)
• Feather tree eggs are edible. (Button)
• Most creatures make sounds. (Warlord255)
• More creatures will steal food, items, and alcohol. Beware monkeys. (Warlord255)
• Animal people have skills and talents that suit them. (Warlord255 & Taffer)
• Animal people have mannerisms. (Warlord255)
• Cat people clean themselves. (Warlord255)
• Some animal people have grasping tails. (Warlord255)
• Humanoids age if they didn't already.  (Taffer & Anonymous)
• Apart from golems, all humanoids now have a sex and reproduce. (Taffer)
• More creatures are geldable. (Taffer)
• Butchered megabeasts made of stone, metal, and wood yield that material. (Button & Igfig)
• Some of the grass in good-aligned biomes will heal grazers. (Warlord255)

Combat is a little better:
• Bodies aren't quite as fragile. Most organic tissue is tougher, for example, and ribs protect more. Most tissues heal now. Relevant bugs are fixed. (Sver, Grimlocke, Taffer, & Button)
• On the other hand, internal organs and eyeballs bleed more. (Sver, Grimlocke, & Taffer)
• Facial features are better positioned and can't be targeted or severed. Eyes are above noses and noses are above mouths, for example. (Sver & Taffer)
• Shoulders and hips now separate limbs from the body by one extra step. I adjusted armor and clothing to compensate. Necks and tails are now protected by default. (Taffer & Grimlocke)
• UBSTEP caps at 3 to prevent body armor from protecting toes due to a bug. (Taffer)
• Weapons are better differentiated from each other, and you can half-sword longswords. Whips aren't overpowered. (Jazzpirat!)
• Bird people have a combined talon scratch and kick attack. (Button)
• Many creatures with horns now head butt or gore with them. (Button)
• Compound eyes have a wider field of view. (Button)
• Giant predators eat dwarves, and many ambush prey. (Button)
• More spiders can trap with their webs. This includes some spider people. (Button)
• Giant insects bite. (Button)
• Plump helmet and sponge people now have knees and elbows. (Taffer)

Bugs have been squished:
• Animal training is less bug-free and more enjoyable. Giant creatures are always tameable, giant insects live long enough to tame, more creatures are mounts, and more. (Button, Igfig, & Taffer)
• Animal people and giant variations have questionable tokens removed.  For example, animal people with legs can always jump. They don't meander or lay eggs, which fixes several bugs. (Button)
• Animal people become adults at age 12 and live for 60-80 years total. (Button & LargeSnail)
• Animal people and giant animals that spawn in pools spawn in lakes instead. (Button)
• Mussels and oysters provide pearls, like they're supposed to. (Button)
• Anacondas and hungry heads are too small to eat dwarves. (Button)
• A few creatures had teeth but didn't bite with them. (Button)
• Snail people and cave fish people are legless. (Button)
• Animal people don't need to eat a specific food. (Button)
• Toads, lice, and frogs are carnivores. (Button)
• Many flying vermin hunters now dive hunt. (Button)
• More creatures eat vermin. (Warlord255)
• Some creatures shouldn't be considered benign. (Button)
• Guineafowl appear in savanna, shrubland, desert, and grassland. (Button)

I even have some "performance" improvements:
• Most organic materials rot. (Button, & Taffer)
• Unnatural fire sputters out on its own. (Sver)
• Useless fruit seeds don't exist. (Doom Onion, TheBeardyMan, & Wannabehero)
• Small creatures won't yield leather or usable chitin. Some large creatures don't either, such as blizzard men and grimelings. (Taffer)

There's plenty more that you probably wouldn't have noticed:
• Color schemes with a blue-tinted green won't have blue vomit. (Taffer)
• Mermaids can breathe air now. (Warlord255)
• Several creatures had their products listed several times. (Button)
• Magma crabs have crab bodies. (Button)
• Shoes, boots, and sandals can't be layered. (Sver)

Some notes on the comments:
Every change that Revised makes to the raws is commented. Curly braces {} were used because they only appear once in the vanilla raws. This way you can quickly find every change Revised makes just by searching for curly braces.

The original contents of the token are listed beside it.

Code: [Select]
[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_NOYIELD_TEMPLATE]{:CHITIN_TEMPLATE}

{+} simply means that the token has been added.

Code: [Select]
[SKILL_LEARN_RATE:GRASP_STRIKE:150]{+}
[SKILL_LEARN_RATE:BITE:150]{+}

Sometimes I've felt it necessary to explain things.

Code: [Select]
[APPLY_CREATURE_VARIATION:RENAME_LEATHER_TO:FUR]{+  Revision: the leather is still furry after tanning.}
[CHILD:12]{:1  Revision: 1 is too young.}

Sometimes things are just 'commented out'.

Code: [Select]
[MEANDERER][NATURAL]{BENIGN}

I haven't added '{+}' to every line in cases where it seems obvious an entire section has been added.

Code: [Select]
[BODY:PEARL]{+  Revision: added pearls to fix bug 4108.}
[BP:PEARL:pearl:STP][CONTYPE:UPPERBODY][SMALL][INTERNAL][CATEGORY:PEARL]
[DEFAULT_RELSIZE:20]
[VERMIN_BUTCHER_ITEM]

There's a few edge cases where things are a little different, but this should get you 90% of the way there.

Editor's Note
I came out of “retirement” long enough to clarify that no permission is needed from me to use my work. If I wanted creative control over something I'd create my own game, not hitch a ride on someone else's.
Title: Re: Dwarf Fortress Revised for DF 0.43.05
Post by: Taffer on December 10, 2016, 01:47:29 pm
Revised renames leather from furry critters to 'fur', as in 'tiger fur left glove'. It makes sense for dwarves to dress in furs but I didn't want to add a bunch of new clothing types or new material. This seemed like an elegant solution.

Revised also renames leather from humanoids to 'hide', as in 'human hide left glove'. I know this isn't accurate but (thankfully) human leather isn't common enough in the real world to have a special word for it. I wanted a way of conveying that humanoid leather is a little creepy and thought it would be some fun flavor.

I used to do the same for leather from birds, as in 'giant cardinal feather left glove'. I had World of Warcraft in mind and thought dwarves running amok in feathery clothing was a fun image. Somebody said they didn't like it so it was removed, but I still kind of miss the feature. It's also rare, there aren't a whole lot of birds in the game that drop leather in Revised.
Title: Re: Dwarf Fortress Revised (0.43.05)
Post by: WolfRaider on December 10, 2016, 02:08:19 pm
Sounds interesting, but .zip file only contains readme file.
Title: Re: Dwarf Fortress Revised (0.43.05)
Post by: Taffer on December 10, 2016, 02:13:26 pm
Sounds interesting, but .zip file only contains readme file.

Oops! That's fixed now. Thank you!
Title: Re: Dwarf Fortress *Revised* for 0.43.05
Post by: Zerim on December 11, 2016, 08:16:32 am
Quote
• nail scratch attacks have been removed entirely. Combatants without talons or claws scratching each other to death is silly. (Grimlocke)
 • bite attacks have been removed from most humanoids, with the exception of bird people, cat people, canine people, and a few bug people. Biting your opponent as a humanoid is silly. (Taffer)

I'm not sure how I feel about this. It's not silly, it's a desperate combat situation. Wrestling, being cornered, arms/legs are injured, they have more use than someone faffing around biting people.
Title: Re: Dwarf Fortress *Revised* for 0.43.05
Post by: Taffer on December 11, 2016, 10:22:45 am
I'm not sure how I feel about this. It's not silly, it's a desperate combat situation. Wrestling, being cornered, arms/legs are injured, they have more use than someone faffing around biting people.

I know that it's probably one of the more controversial elements to my mod, but hear me out. They don't use those attacks only in desperate combat situations.

Nail scratches don't make sense to me: if you can scratch them you can also gouge or hit them. Almost by definition, if a creature has nails long enough to do much damage, we usually call it a claw or a talon. I can see somebody with long nails scratching an opponent in a desperate situation, but to be blunt I don't think the combat system "uses this attack responsibly". I'd rather have a slightly less realistic combat system that's better balanced and makes sense more often.

Humanoids will also bite even in situations when they shouldn't, and it can be absurdly powerful: as Grimlock reports here (http://www.bay12forums.com/smf/index.php?topic=146737.msg7225192#msg7225192), bite attacks can sometimes just ignore armour. In the Dwarfmoot video, Tarn talks about one of his favourite bugs being a Hammerer with two broken arms that decided to bite his own arm off and carried it around in his mouth for months. That's just absurd: no dwarf should have a bite strong enough to bite a limb clean off, or have a jaw powerful enough to carry something heavy for months without tiring. This entire side of combat has always been a little silly, and personally I'd rather just remove it until Today fixes it.

This is a combat system that models noses, eyelids, and eyeballs, but then doesn't have helmets capable of protecting them. I'm just trying to make things as realistic as I can get away with, without adding new weapons or features. I originally wanted to remove bite attacks from the game, but I erred on the side of caution and only removed them from most humanoids. Many giant creatures actually have bite attacks added.

Thank you kindly for the feedback!
Title: Re: Dwarf Fortress *Revised* for 0.43.05
Post by: Taffer on December 13, 2016, 11:13:17 pm
After some git confusion, I've released version 1.1. Putnam's Microreduce (https://github.com/Putnam3145/Fantastic-Mini-Mods/wiki/Macroreduce-reactions) has been integrated: it does a great job at easing some of the more annoying micro that can happen in Fortress mode. On second thought, I also removed the Fantastic module (secrets and curses, materials plus) for ease of maintenance. I decided that it didn't have much to do with the rest of the mod and that it wasn't worth maintaining separately from Putnam. This is still a great mod, so go try it! My 1.0.3 posted release is 1.1 with the Fantastic module intact, so if you appreciate the description updates and little fixes I made then you can still download it.

I also removed these minor fixes, reverting things to vanilla.

 • wooden blocks are now called planks. (Modest Mod) 
 • moon snails can now also be found in tropical biomes. (Modest Mod)
 • rabbits don't hibernate in the winter. (Modest Mod) 
 • swan, duck, and goose bites are no longer edged. (Modest Mod) 

Wooden blocks were still referred to as blocks by the workshop even before this change, and renaming them could be confusing. (It asks for a block but I only have these planks, do they count?) The moon snail and rabbit bugs might as well just be creative interpretation on Toady's part and are of little consequence. The swan, duck, and goose non-edged bites also didn't seem worth keeping, and certainly weren't mentioned in the bug tracker.

There are a few more minor fixes I'm on the fence about, but at least leopard gecko teeth and bark scorpion mouths also apply to animal people and giant variations.

If you're upset by these reverts, please let me know.
If you dislike any of the fixes that remain, please let me know.
If you have any feedback, please let me know.
Title: Re: Dwarf Fortress *Revised* 1.1 for 0.43.05
Post by: burrito25man on December 14, 2016, 02:09:24 pm
Taffer you are a gentleman and a scholar. This is right along the lines of what I do myself, many thanks!  :D
Title: Re: Dwarf Fortress *Revised* 1.1 for 0.43.05
Post by: Taffer on December 14, 2016, 06:10:11 pm
Taffer you are a gentleman and a scholar. This is right along the lines of what I do myself, many thanks!  :D

Thank you kindly, and you're welcome. If you have any comments or criticism, please let me know. I've had no input on this yet.

I'm hoping to put even more polish into this mod (and my tileset pack) in the next while. I'm finishing my rewritten creature descriptions (excruciatingly slow at times, there's just so many of them), and I'm already sitting on a new version. Just waiting for permission from a mod author before posting it.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on December 21, 2016, 10:10:34 pm
Another release (1.2), this time to bring Coherent Weapons (http://www.bay12forums.com/smf/index.php?topic=160026.msg7135547#msg7135547) into the flock. I stupidly waited a while for permission from Jazzpirat!, completely failing to notice that permission was already given in the last sentence of the post. Thank you, Jazzpirat!

I'm slightly hesitant about this release: I'm worried that I diverged too much from vanilla with the changes to elven weapons. I'm happy to revert things if people request it. I don't mind straying some from the game's lore, but I don't intend to stray far. I consider rebalancing to be an important part of the mod though, and I've considered elves to be weak in the past. This also gives them a neat flavour, in my opinion. Let me know if you disagree.

Also, notably, bone arrows and bone bolts can now be crafted in Adventure mode. I'm not going to add more Adventure mode interactions unless they're requested, but ammunition really can be scarce at times in adventure mode.

I might have missed something obvious during testing of course, so speak up if I'm wrong about something.

Major Combat Improvements
 • elves now siege and wield better—and more primitive—weapons such as clubs, specialized spears, and atlatls. (Coherent Weapons) 

Minor Combat Improvements
 • long swords have an increased minimum size requirement for one-handed use, a greater contact area when slashing, and also have a new half-sword attack. (Coherent Weapons) 
 • scimitars are larger, and slashing with them is more forceful and has a greater contact area. (Coherent Weapons) 
 • short swords and spears have smaller contact areas. Short swords penetrate better. (Coherent Weapons) 
 • whips have been weakened by increasing their contact area and need more material to be created. (Coherent Weapons) 

Major Bugfixes & Improvements
 • bone arrows and bone bolts can now be carved in adventure mode. (Wanderer) 
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on February 10, 2017, 02:08:52 pm
Another update. I rewrote many of the comments. Every comment prefix has been changed from "Revised" to "Revision".

The following fixes have been reverted. I want the included fixes to improve gameplay, not simply make things "more realistic". Most weren't documented in the description.

  • leopard geckos no longer have teeth, just like vanilla.
  • sheep are back to having horn gore attacks, rather than new head butt attacks.
  • whether flies are water vermin or not is of little consequence, so they now spawn in pools again.
  • hippos now gore again, not bite.
  • giant tortoise bites are no longer edged, just like vanilla.
  • magma crabs are no longer trainable, just like vanilla. (How would they survive away from magma?)
  • purring maggots products aren't available for embark anymore, just like vanilla. As mentioned in the modest thread, this was a deliberate change by Toady.
  • ostriches, cassowaries, grey parrots, and emus no longer have talons, just like vanilla.
  • if it's benign in vanilla, it's now still benign in Revised. If it's not benign in vanilla, it's not benign in Revised. I'd rather defer to Toady than realism here.

A few changes were made for consistency.

  • I'd forgotten some of Wanderer's NOFEAR and DISCIPLINE changes, so I've remedied that.
  • goblins can no longer bite, just like most humanoids in Revised.

There's more that I wanted to do, and more that I wanted to revert. I decided I was being too aggressive, however, so this release is significantly scaled back from the original release. None of this made it in, but it's still being considered:

  • I integrated, tested, and improved Wanderer's tiered and standardized leather and standardized wool. Reverting it again was painful.
  • the domestication changes were almost all reverted, but I decided to keep them in. They do improve gameplay.

Please consider letting me know why you're using⸺or not using⸺Revised, and how you want me to proceed. I'm trying to balance contradictory goals of "balance" and "minimalism", and I'm not sure how far to go in either direction.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on February 11, 2017, 01:17:06 am
In the off-chance somebody's paying attention, what do people think about more generic animal names? Deon's "Essential DF" did something similar. I'm not interested in standardizing materials, but simplifying some of the names would make many leather products less ridiculous sounding. There's no reason why somebody in-universe would name storks "white storks", rather than just "storks", given that there's only one kind of them.

For example:
  • red-winged blackbirds would become blackbirds
  • white storks would become storks
  • grey parrots would become parrots (or at least gray parrots)
  • brown recluse spiders become recluse spiders
  • monarch butterflies become butterflies
  • peach-faced lovebirds become lovebirds (masked lovebirds remain masked lovebirds)

In other news, I'm still working on the creature descriptions. Yes, it's taking me many months. No ETA yet, but the end is in sight if I continue working on it well.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Grimlocke on February 11, 2017, 03:49:24 pm
Heh, it seems your running into some of the problems I ran into with my own mod, in that adjusting the game's balance very quickly causes a sprawl of modifications all throughout the vanilla raw files.

One way of balancing this out is splitting the mod into modules, preferably at points where it won't be too much work to keep them separate.

As for reduced animal names, it might be a nice lighter weight alternative to material standardization mods (for the purpose of less silly names). I would probably use it, but it will be quite a lot of different vanilla file edits so compatibility could end up being a hassle. A middle route would be to leave the creature names, and only rename the leather material adjective. For instance by changing 'white-faced gibbon leather' to just 'gibbon leather'. By only changing the adjective, it should still show up as 'white faced gibbon leather' in stocks or when its a tanned hide item. This approach would save you from having to decide which gibbon is going to be 'generic gibbon'.

Fake edit: Changing just the creature adjective name might have the same effect and extend to meat, bone, misc items as well. (so [NAME:white-browed gibbon:white-browed gibbons:gibbon])

Actual edit: Changing the creature name adjective does not work :(

None of that will make things like chicken leather cloaks any less silly, but it would be one step forward.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: NedeN on February 27, 2017, 02:23:02 am
I'm not sure if you're aware, or maybe it is just me, but I can't seem to target an individual for conversation [k]. So went to vanilla DF to double check and it works fine. All I get in this mod is the option to "begin performance", "shout out to everybody", and the deity option.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on February 27, 2017, 04:05:33 pm
I'm not sure if you're aware, or maybe it is just me, but I can't seem to target an individual for conversation [k]. So went to vanilla DF to double check and it works fine. All I get in this mod is the option to "begin performance", "shout out to everybody", and the deity option.

It's just you. I can target people for conversation with [k]. I just tested an elf, a goblin, and a dwarf: I only lack those options when mousing over things I can't speak with. Are you using 0.43.05? Are you using any other mods?

Thank you kindly for commenting!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Shonai_Dweller on March 04, 2017, 12:32:18 am
Goblins are already playable in vanilla, that's not a feature of this mod.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 04, 2017, 09:55:56 pm
Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Vherid on March 07, 2017, 12:15:54 am
This looks pretty neat, gonna have to try this out
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Lordsservent-san on March 07, 2017, 01:32:18 am
Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!
Well, you can't build forts as Goblins in vinilla, but they have everything you need to play as them. All that's missing is the tag that allows you to build sites as that race.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Shonai_Dweller on March 07, 2017, 05:54:37 pm
Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!
Well, you can't build forts as Goblins in vinilla, but they have everything you need to play as them. All that's missing is the tag that allows you to build sites as that race.
I was pointing out a mistake in the op about adventurer. Fixed now. Great mod by the way!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Button on March 14, 2017, 03:51:50 pm
PTW
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 15, 2017, 05:21:57 pm
I'm not sure how many people are interested in my work here, but I'm at a crossroads in regards to integrating Accelerated. I thought I'd make a little post about my current plans and what I'm not sure about.

So the next version will have simplified creature names. The list of creatures is in the spoiler below. I've also added back (and fixed up) the Modest Mod's MAXAGE changes: giant creatures (and a handful of normal creatures) live longer, making them more convenient (and in some cases, possible) to train and use. I've also fixed up some things, made Hydras lay eggs, and made giant wolverines and giant bobcats trainable again.

I'm also thinking of adding in Grimlocke's collarbones, letting me have all armor protect necks. Perhaps I can look into adding SHAPED to most armor, preventing the kind of armor layering silliness I see on the wiki and in some guides.

Spoiler (click to show/hide)

I can't in good conscious pretend this is a "minimal mod compilation" anymore, so such references have been purged from the descriptions.

I'm tempted to change my mind about the "Accelerated" module: I'm considering integrating it completely, standardizing materials and adding in Wanderer's tiered leather. As mentioned, reverting this last time was painful: returning to a "non-standardized" materials version of this mod would be even more painful, and I'm not interested in maintaining two branches. I'd miss some of the variety, but having leather tiers might be worth it and shorter lists to scroll through might be worth it.

  • I integrated, tested, and improved Wanderer's tiered and standardized leather and standardized wool. Reverting it again was painful.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Ziusudra on March 15, 2017, 08:22:08 pm
Spoiler (click to show/hide)
Some of these names aren't just to differentiate from other creature types but to put the image of a real world creature into the mind of the player. So, maybe put a "also known as" in the description or something.

Also, spotted wobbegong => wobbegong

Edit:
two-legged rhino lizard => rhino lizard
white-spotted puffer => puffer
sea nettle jellyfish => sea nettle OR jellyfish
banded knifefish => knifefish
sailfin molly => sailfin OR molly

Maybe:
common snapping turtle => snapping turtle
alligator snapping turtle => alligator turtle
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 15, 2017, 09:33:58 pm
Some of these names aren't just to differentiate from other creature types but to put the image of a real world creature into the mind of the player. So, maybe put a "also known as" in the description or something.

I definitely like that idea. Thank you! Looks like I'll have to finish up my description rewrite and add in the "also known as" mentions before the next release.

Also, spotted wobbegong => wobbegong

Edit:
two-legged rhino lizard => rhino lizard
white-spotted puffer => puffer
sea nettle jellyfish => sea nettle OR jellyfish
banded knifefish => knifefish
sailfin molly => sailfin OR molly

Maybe:
common snapping turtle => snapping turtle
alligator snapping turtle => alligator turtle

Great ideas, all of them. Thank you!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: KillzEmAllGod on March 20, 2017, 08:21:24 pm
What's required to get this to work with Grimlocke's mod?

Love both mods, shame I didn't notice this untill today was using modest wanderer.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Grimlocke on March 20, 2017, 08:41:07 pm
Merging changes in about 6 files. Working on that, though you might be able to just throw my mod on top of Revision, add Revision's reaction entity tags and get most features of both mods.

I have rendered my own post redundant by finishing up the Revision compatibility patch! Its included in the main download.

@Taffer Those comments added to vanilla file modifications were pretty helpful, saved me from having to use a diff program. For the creature_standard file, I have replaced all the locally defined attacks with references to the identical creature variation entries. Makes balancing them a lot less tedious.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: KillzEmAllGod on March 21, 2017, 09:50:03 pm
I'm not sure how many people are interested in my work here, but I'm at a crossroads in regards to integrating Accelerated. I thought I'd make a little post about my current plans and what I'm not sure about.

So the next version will have simplified creature names. The list of creatures is in the spoiler below. I've also added back (and fixed up) the Modest Mod's MAXAGE changes: giant creatures (and a handful of normal creatures) live longer, making them more convenient (and in some cases, possible) to train and use. I've also fixed up some things, made Hydras lay eggs, and made giant wolverines and giant bobcats trainable again.

I'm also thinking of adding in Grimlocke's collarbones, letting me have all armor protect necks. Perhaps I can look into adding SHAPED to most armor, preventing the kind of armor layering silliness I see on the wiki and in some guides.

Spoiler (click to show/hide)

I can't in good conscious pretend this is a "minimal mod compilation" anymore, so such references have been purged from the descriptions.

I'm tempted to change my mind about the "Accelerated" module: I'm considering integrating it completely, standardizing materials and adding in Wanderer's tiered leather. As mentioned, reverting this last time was painful: returning to a "non-standardized" materials version of this mod would be even more painful, and I'm not interested in maintaining two branches. I'd miss some of the variety, but having leather tiers might be worth it and shorter lists to scroll through might be worth it.

  • I integrated, tested, and improved Wanderer's tiered and standardized leather and standardized wool. Reverting it again was painful.

I'm fine with that as long as there special ones can still be made like featherwood, dragon leather etc. I liked the leather change in modest mode made it worthwhile for larger creatures though you removed it because it was a pain to do and a bit imbalanced would like that returned in the case of elephants and dragons creatures of that size if it's not too much.

The armor one is a good idea and rather simple to do.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 22, 2017, 03:59:07 pm
Merging changes in about 6 files. Working on that, though you might be able to just throw my mod on top of Revision, add Revision's reaction entity tags and get most features of both mods.

I have rendered my own post redundant by finishing up the Revision compatibility patch! Its included in the main download.

@Taffer Those comments added to vanilla file modifications were pretty helpful, saved me from having to use a diff program. For the creature_standard file, I have replaced all the locally defined attacks with references to the identical creature variation entries. Makes balancing them a lot less tedious.

Thanks! I'll have to test things. I'm not sure how Microreduce's faster ore reaction fits into your Metallurgy component. I still need to look into re-balancing vanilla by borrowing some of your values, but that's a pretty hard task to get right and I don't have the time to test it at the moment. I still haven't properly tested the new elven weapons.

I'm fine with that as long as there special ones can still be made like featherwood, dragon leather etc. I liked the leather change in modest mode made it worthwhile for larger creatures though you removed it because it was a pain to do and a bit imbalanced would like that returned in the case of elephants and dragons creatures of that size if it's not too much.

The armor one is a good idea and rather simple to do.

Thank you kindly for the feedback. It's worth noting that an Accelerated integration would include DF Wanderer's "tiered leather", which does a much better job of making leather interesting. Dragons and mermaids would be fun to harvest not just because they "give more leather", but because the leather they give (dragonscale) would be much stronger than pig leather. Harvesting mermaids would be worthwhile again!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Grimlocke on March 23, 2017, 11:31:56 am
The micro-reduce steel reaction ended up not fitting in at all, I updated my mod to remove it  ::)

Personally, I wouldn't mind having a lot less silly leather types. 'Tiered' leather is... not entirely realistic, but frankly neither is the current system and the tiers a lot better for gameplay.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: KillzEmAllGod on March 23, 2017, 05:48:51 pm
With the Tiered system how much would beasts like elephants, hydras and dragons give more in leather?
How many tiers are there and does it have quality and quantity?

What else will Accelerated remove in terms of redundant excess will gems, ores and fat?

Are there plans to change how growing works for above ground and below ground crops?

Would be good if tiered system did both of that knowing that you could hunt some small but valuable for good quality leather.

I wouldn't mind gems being brought down to a tier system as well, as for metals limonite is an iron ore that could be removed though not sure what this would have an effect on in world generation of resources.

The whole lack of seasons while underground doesn't make too much sense for why they're grown like that, though I'm not sure if you want to go that far to change it but if you do it would be worthwhile making the above ground crops have a season while changing below ground to grow slower but can be all year. Though plump helmets and dimple cups should be largely unchanged.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: KillzEmAllGod on March 29, 2017, 04:08:02 pm
Not getting any seeds back from having plump helmets cooked and not getting fat from butchering animals what might be wrong?

edit: Never mind the fat part Kitchen might have just used it.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 31, 2017, 11:34:26 am
With the Tiered system how much would beasts like elephants, hydras and dragons give more in leather?
How many tiers are there and does it have quality and quantity?

What else will Accelerated remove in terms of redundant excess will gems, ores and fat?

Are there plans to change how growing works for above ground and below ground crops?

Would be good if tiered system did both of that knowing that you could hunt some small but valuable for good quality leather.

I wouldn't mind gems being brought down to a tier system as well, as for metals limonite is an iron ore that could be removed though not sure what this would have an effect on in world generation of resources.

The whole lack of seasons while underground doesn't make too much sense for why they're grown like that, though I'm not sure if you want to go that far to change it but if you do it would be worthwhile making the above ground crops have a season while changing below ground to grow slower but can be all year. Though plump helmets and dimple cups should be largely unchanged.

Tiered leather only affects quality, not quantity. I'm not interested in giving more leather for larger creatures: food is already trivial to acquire, I'd rather not make leather trivial to get as well. You'd have to earn your dragonscale, not be granted enough to outfit an army from just one dragon. The specific tiers are "suede, leather, hide, chitin, scale, dragonscale".

I honestly forget what all Accelerated specifically does. At the moment I'm waiting for Button to complete the Modest Mod/Accelerated update. When that's done and I've had time to look at it, I'll be sure to post my thoughts and detail what it will mean for Revised if I do integrate it.

I have no plans to change farming. Button's plant changes from the Modest Mod are almost all intact, though. If somebody else balances farming better then I'll consider integrating those changes, but I don't have the time or interest to find a better solution myself.

I'm not sure about tiered gems or metals. I'm interested in tiered leather because the current system is ridiculous: I already like both gems and metals, though.

Thank you!

Not getting any seeds back from having plump helmets cooked and not getting fat from butchering animals what might be wrong?

edit: Never mind the fat part Kitchen might have just used it.

I'm not sure why this is the case, and I don't have much time to test right now. Are you sure about the plump helmet seeds? I haven't changed plump helmets at all, nor have I changed any relevant cooking reaction. Let me know if this is still an issue for you, please!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 31, 2017, 11:55:54 am
I often skim the 4chan Dwarf Fortress general, mostly because in amidst the nonsense there's sometimes nice artwork posted. I thought I'd respond to the quote below. I wish people would tell me these things, but often some of the best input I've had comes from people complaining somewhere else and assuming I know the problems already.

I love critique. Honestly. If anybody has any complaints, please tell me. I may (or may not) agree with you, but you won't offend me.

Quote
I f-cking miss Dwarf Chocolate.

So hard to find a mod that doesn't throw in 10 really weird ideas that break the game or kill the flavor. Taffer's compilation mod ( http://www.bay12forums.com/smf/index.php?topic=161832.0 ) is filled with great ideas, but then it has other shit that bugs me to no end like renaming "upper body" to "chest" so that have to read nonsensical sentences about punching people in the chest from behind, or changing the title of "Great White Shark" to "White Shark" as a means of simplifying the text output.

Is there a single almost-vanilla mod updated for 43.05? I hate to talk shit because what these modders do is so far beyond what I could accomplish in any reasonable amount of time, but why does it always go so f-cking dumb and autistic with the needless tweaks?

Apologies to Taffer, best tileset artist there ever was.

I'm absolutely willing to remove the "Modest bodies" modification, or at least remove some of the more egregious examples. Is it just "upper body" becomes "chest" that annoys you? What about forearms and thighs, rather than "lower arms" and "upper legs"? Hind legs and forelegs? I find the renamed body parts make combat logs more pleasant to read, but I'm not particularly attached to them. It is odd to punch somebody's chest from behind. I'll remove this from the next release (whenever that happens) unless somebody steps in to defend it.

The renamed creatures is primarily to make leather products more palatable: wearing "great white shark leather boots" is just unnecessarily wordy. If Toady ever fixes this to be "shark leather boots" I'll reconsider the feature. If I do integrated Accelerated and tiered leather, I'd also consider removing it (although I'd hazard a guess that you'd dislike Accelerated). It's worth noting that most of the simplifications are already used in the "real world". The wikipedia page for great white sharks lists "white shark" as an acceptable substitute, and the same is true for many (not all) of my simplifications. Another reason I like it is that while the verbose creature names are good for getting you to think about specific animals and what they look like, it's not really good for in-universe consistency. There's only one species of falcon in Dwarf Fortress, so why on earth are they called "peregrine falcons"? I prefer simple names here to the complex ones.

I'm more attached to the renamed creatures than I am to the renamed body parts, but I'll consider making renamed creatures a module if enough people speak up.

What other changes do you dislike?

Quote
I hate to talk shit

This isn't "talking shit" (aside from one of the last sentences), it's posting some of the best (and only) criticism I've had about my mod. Thank you!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on March 31, 2017, 12:13:20 pm
I'm rethinking my new elven weapons. I quite like that they're using wood more effectively and that they can siege now, but atlatls in particular seem like something people don't like. Any ideas? Perhaps I can just rename them spear-thrower: it's less "exotic" that way. For now I've just removed atlatls (in favour of the vanilla bows) and the new wooden spears. I might complete the cull and remove the new clubs as well, because I'd rather they wield consistently bad weapons than weapons that are inconsistently good (wooden spears and bows bad, clubs good).

In my opinion this is a problem with DF's lore: wooden weapons generally aren't known for being effective. In a way I'd rather see if Toady buffs elves when magic is released.

I'll try to find the time to do the testing required to balance metals like I want and improve elven weapons.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Ziusudra on March 31, 2017, 01:56:00 pm
Disclaimer: I am not the 4channer. Just adding my 2 cents.

I like everything about the inclusion of modest bodies except "chest" and "calf". What I don't like about "chest" is when you put away your weapon and/or shield the game says you strap them to your chest. And calf is just the back of the lower leg and shin would only be slightly better. But I would keep thigh, forearm, fore leg, and hind leg.

I also dislike the long-ass names of leather items. (Ideally, they'd just be called "leather *whatever*" with specific type of leather stated in the description. But, I guess that's something Toady would have to do.)

Elves without bows just seems so strange to me. Especially since they're made of wood. It also seems strange that all these civs are trading with each other but don't adopt other's superior tech.

Other than those two things (which I consider minor) I have nothing else to complain about. Well, not anything the about mod, anyway. (If you're adjusting descriptions you might look at vanilla (giant) cave swallows, "a *size* blue and orange bird" - which always has brown feathers and skin that might be close to orange but never actually is "orange".)
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: KillzEmAllGod on March 31, 2017, 06:31:21 pm
On dwarf chocolate Mostly Mythical Monsters Modular Mod comes close with some of the things though there's a lot of imbalanced syndromes. Might have a look around for some mods though one thing I hate are crundles they're the most worthless creature in the game. They just get stuck climbing and don't even bother attacking dwarfs and fps likes to take a hit from them.

On elves if you want to balance just give them a tree that's good for weapons though not sure how that would have to be worked out.

I don't think anyone will defend modest bodies, I'm not sure what it does seeing as I use Grimlocke's and hes gone to absurd lengths to balance things. Changing the name of chest to torso or where people pick up where it might not make sense might help.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Urist McTeellox on April 01, 2017, 10:45:51 am
Thank you! Trying my next embark with this, merged with Fortress Defence. So far there's no file conflicts, so we'll see how things go. :)

Also especially thank you for posting the github repo. Starred and watched. :)

~ McT
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Lankypt1 on April 03, 2017, 02:03:38 am
Hi Taffer, I was the 4chan poster you referred to. I was mostly flippantly complaining there in order to spark dialogue and bump the thread, but my complaints were genuine. I appreciate the understanding about the language used, social mores are very loose on that site and sometimes some vitriol can help express one's feelings efficiently.

I played your mod and enjoyed it until those two events occurred, the from-behind chest punching and a couple renamed animals. My gripe was merely about text flavor and immersion while reading text output, so in reality the "autism" is on me. I very much like Ziusudra's take on how to handle bodypart names, and would reconsider my gripes about the animal names in hindsight. Some will inevitably sound awkward to my delicate ears, but upon reading the thread more closely I'm not so miffed, the "also known as" descriptions would be very helpful and everything sounds like progress.

I just didn't want to post my criticisms here because it seemed clear that text simplification was a big part your MO here, plus I'm a big fan of your stuff generally speaking. I'll be sure to post the constructive parts of my criticisms in-thread in the future, thanks for taking an interest in an internet tough guy's opinions. Will play adv-mode for a while and see if there's anything else I can shit on for you.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: sum1won on April 04, 2017, 03:55:37 pm
The biological terms are "thorax" and "abdomen." though I think "torso" could sub for thorax, even though it technically includes the abdomen.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Urist McTeellox on April 08, 2017, 12:06:53 am
Just providing some feedback that this working with great with the Linux LNP and Fortress defence, although I had to compile dfhack from source to get a bunch of stability improvements for 43.05, and everything has been 100% solid since I did. The tooltips are great, the extra reactions are appreciated, it feels just like vanilla DF but with a little more polish and balance. A+ work.

The only thing which has been remotely weird is some dwarf's pet bird (I think a guineafowl) is underground scratching up worms, but the area it's in is dry rock, rather than soil or muddied rock, which doesn't seem like a worm-friendly environ. But that has absolutely no impact on gameplay, and honestly it's kinda awesome to watch a bird scratching up worms to begin with. :D

Many thanks again!

~ McT
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Amostubal on May 28, 2017, 09:38:41 am
Het Taffer, buddy its been awhile since I talked with you,  anyways I was reviewing mods (actually I was looking for a good current version of modest milling, but that's a side note).  I noticed you are still advertising expanded dictionary... I've canceled that project all the way around... Its just not something I'm willing to continue to try and make into a viable product. If you still have the files for it, you're welcome to continue updating it, but I don't plan to return to the project.

anyways It doesn't look like you have the modest mass mill stuff in your raws... I was hoping to find one with all the plants fixed so I wont need to manually fix them in the current version of MDF... I guess I'm headed to the notepad++...

Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on May 28, 2017, 11:03:34 am
The only thing which has been remotely weird is some dwarf's pet bird (I think a guineafowl) is underground scratching up worms, but the area it's in is dry rock, rather than soil or muddied rock, which doesn't seem like a worm-friendly environ. But that has absolutely no impact on gameplay, and honestly it's kinda awesome to watch a bird scratching up worms to begin with. :D

Many thanks again!

~ McT

Fixed on Github (has been since shortly after you left this message, actually). Whenever I finish the next edition, it'll be in it. Thanks for the vote of confidence and for letting me know about the worms! It was a modest mod change, but I didn't know it meant they spawn on dry rock.

Het Taffer, buddy its been awhile since I talked with you,  anyways I was reviewing mods (actually I was looking for a good current version of modest milling, but that's a side note).  I noticed you are still advertising expanded dictionary... I've canceled that project all the way around... Its just not something I'm willing to continue to try and make into a viable product. If you still have the files for it, you're welcome to continue updating it, but I don't plan to return to the project.

anyways It doesn't look like you have the modest mass mill stuff in your raws... I was hoping to find one with all the plants fixed so I wont need to manually fix them in the current version of MDF... I guess I'm headed to the notepad++...


Thanks for the heads up about the dictionary. I'll review the Modest Mod's reactions and see about adding in a few more, but the next update probably won't be ready for a while.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Amostubal on May 28, 2017, 03:32:14 pm
no problem...  I'm writing a lua script to do this edit... since it propagates across multiple files(all the graphic folder in MDF...grrr...) .
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: RedDwarfStepper on July 09, 2017, 04:37:58 pm
no problem...  I'm writing a lua script to do this edit... since it propagates across multiple files(all the graphic folder in MDF...grrr...) .

Hey Amostubal - did you write that lua script? I had a similar problem as I wanted to get the fixes of df_revised merged into the standard Phoebus pack. Having some time at hand I mucked around with an existing library for parsing the raws (https://github.com/Caldfir/RCFC2) and wrote a little java program - if you have any need for it let me know.
Currently it only processes certain hardcoded tags (mostly plant stuff like *_TILE, *_COLOR and GROWTH_PRINT) but I could add configuration capabilities...
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: burrito25man on July 10, 2017, 01:35:29 am
I posted to thank you for the mod, only to release I thanked you when you first made this mod  :o :o :o
None the less, keep up the good work Taffer!  :P :P
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on July 10, 2017, 10:06:06 am
I posted to thank you for the mod, only to release I thanked you when you first made this mod  :o :o :o
None the less, keep up the good work Taffer!  :P :P

Thank you kindly!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on July 21, 2017, 02:30:44 pm
I'm quietly inching my way back into Dwarf Fortress. Hopefully I can get everything where I want it before the next update hits. The below change warrants mentioning as there's already been criticism on it that I'll be respectfully ignoring.

I'm rethinking my new elven weapons.

No I'm not. Traditional elves are boring, and the wooden weapons Toady gives them are rather pathetic. DF elves already deviate from Tolkien's elves, so I don't mind swapping out the wooden bows and arrows with "aztec-inspired" weaponry in the name of balance. This makes elves both thematically more interesting and actually capable in a fight.

I often cave to pressure, but in this case I don't want to.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on July 21, 2017, 10:23:27 pm
I've been loudly working on a huge creature description update for an embarrassingly long time, but people following this mod might not know what I'm up to since most of the posts are buried in the Modest Mod thread. I thought I'd explain, then shut up about it until I'm done. I'm determined to finally finish it soon so I can complete the next release and then work on my first module.

This example uses giant moon snails.

Original:
[DESCRIPTION:A huge monster in the shape of a moon snail.]

Revised:
[DESCRIPTION:A huge, brightly-colored, predatory mollusc the size of a grizzly bear. It makes undulating movements with its bloated, mucus-covered body, effortlessly carrying a great shell. It bores holes into its prey then eats the flesh with a long proboscis.]

It also standardizes how creatures are described and indicates the rough size of giant creatures in the description. Animal people descriptions have been gendered and also have appropriate size-descriptors in the same vein as the default humanoid descriptors (medium-sized, small, tiny, etc. Little things that you'd previously have to pay close attention to are now made more obvious, like how winged animal people have arms separate from (not attached to) their wings, how bark scorpion people have large pincers coming out of their shoulders, and how many (hopefully all) animal people with multiple arms now have the number of arms indicated in their description.

It all makes (in my opinion) a dramatic and positive difference in how I play, simply because I'm always reading the description of things and I'm (usually) slightly disappointed. Not everything will be wonderful, but the hope is that it'll at least be a solid improvement.
Title: Re: Revised
Post by: Vherid on August 07, 2017, 11:24:26 am
So I'm not sure how it's supposed to work, I order a full set of clothing and the token gets made. Then the token just sits there and no one ever uses it?
Title: Re: Revised
Post by: Taffer on August 08, 2017, 10:10:45 am
So I'm not sure how it's supposed to work, I order a full set of clothing and the token gets made. Then the token just sits there and no one ever uses it?

Thank you kindly for the bug report! I can confirm this: my bad. You can complete the reaction for now by going into the "automated reactions" menu and requesting the second part of the reaction yourself. It's rather embarrassing that I hadn't noticed this before. I'll fix this up right away, and it'll be done for the next release! My repository is currently in such a state that doing a minor release is annoying, so I'll have to wait until my next update is finished.

I'm reconsidering some (or all) of Microreduce, just because the reactions don't seem to quite fit in: I'll see about improving that or removing the mod. I admit that reactions aren't my forte.

If you notice anything else or have any suggestions, kindly let me know!

EDIT: This reaction...somehow...removes the ability to make shirts outside of the new "outfit" reaction, and I don't know why. I've just torn the reaction out of my mod entirely, and I'll be carefully reviewing and testing the rest of Microreduce to either integrate the remaining reactions better or remove them.
Title: Re: Revised
Post by: sum1won on August 08, 2017, 01:01:25 pm
Ran into an odd issue with a lip getting crushed (helmet did nothing) and the dwarf instantly died as if his lip were his brain.  Game crashed a month or so later, so I don't have a screenshot or save.
Title: Re: Revised
Post by: Taffer on August 08, 2017, 01:44:56 pm
Ran into an odd issue with a lip getting crushed (helmet did nothing) and the dwarf instantly died as if his lip were his brain.  Game crashed a month or so later, so I don't have a screenshot or save.

Thank you for the report! That's not Revised, that's just Dwarf Fortress being Dwarf Fortress. I don't modify lips or brains in any way, and helmets in Dwarf Fortress are incapable of protecting facial features, even if modded. There's a workaround that Grimlocke's mod uses, but it's a bit of a weird bandaid fix (http://www.bay12forums.com/smf/index.php?topic=146737.msg7393463#msg7393463), so it's not on my list of things to add.

I'll look into shrinking facial features to make it less likely they'll be targeted and I'm already planning on integrating some of Grimlocke's other armor changes, but none of that will prevent the issue you describe.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: bloop_bleep on August 14, 2017, 12:15:00 am
I've been loudly working on a huge creature description update for an embarrassingly long time, but people following this mod might not know what I'm up to since most of the posts are buried in the Modest Mod thread. I thought I'd explain, then shut up about it until I'm done. I'm determined to finally finish it soon so I can complete the next release and then work on my first module.

This example uses giant moon snails.

Original:
[DESCRIPTION:A huge monster in the shape of a moon snail.]

Revised:
[DESCRIPTION:A huge, brightly-colored, predatory mollusc the size of a grizzly bear. It makes undulating movements with its bloated, mucus-covered body, effortlessly carrying a great shell. It bores holes into its prey then eats the flesh with a long proboscis.]

It also standardizes how creatures are described and indicates the rough size of giant creatures in the description. Animal people descriptions have been gendered and also have appropriate size-descriptors in the same vein as the default humanoid descriptors (medium-sized, small, tiny, etc. Little things that you'd previously have to pay close attention to are now made more obvious, like how winged animal people have arms separate from (not attached to) their wings, how bark scorpion people have large pincers coming out of their shoulders, and how many (hopefully all) animal people with multiple arms now have the number of arms indicated in their description.

It all makes (in my opinion) a dramatic and positive difference in how I play, simply because I'm always reading the description of things and I'm (usually) slightly disappointed. Not everything will be wonderful, but the hope is that it'll at least be a solid improvement.
Sounds like a great idea, though I'd like to point out that the wiki says giant moon snails are about the size of llamas, not grizzly bears.
Title: Re: Revised
Post by: Taffer on August 14, 2017, 10:22:49 am
Sounds like a great idea, though I'd like to point out that the wiki says giant moon snails are about the size of llamas, not grizzly bears.

They're closer to grizzly bears than llamas:

Llama: 180,000 cm3
Grizzly bear: 200,000 cm3
Giant Moon Snail: 201,400 cm3

It's more bulk than height, so fat creatures end up seeming much larger than other creatures. You could (probably accurately) argue that grizzly bears are just fatter than llamas, but giant moon snails don't seem the "slender type" either. I go by numbers specifically to avoid thinking about body types.

The size numbers are off in any case: many creatures are almost identical in size. The vast majority of giant creatures are between 201K and 203K, and most of their descriptions end up with "the size of a grizzly bear". Similarly, the vast majority of animal people are around 35K. I just refer to them as "small" to avoid repetition, which is consistent with the descriptions for other humanoids.

My preference was to delete the giant creature size comparisons entirely: these numbers are best kept in the RAWs where they belong. I was convinced to keep them, though. Perhaps some middle ground could be arranged to convey that most of these giant creatures are larger than a dwarf but far from the towering monstrosities you might imagine when you first see them: I'd need to rewrite most of the descriptions again, but it might be better than endless grizzly bear comparisons. If anyone has any ideas, please speak up.

Thanks for letting me know, in any case, and thank you for the compliment!

EDIT: would this work instead? It implies that 201K is somewhat larger than dwarves, but doesn't make it obvious that the sizes are almost all identical. I'm liking this approach, so I'll probably go ahead with it if I get no objections and I can't think of anything better. Thank you for getting me thinking about this, bloop_bleep!

[DESCRIPTION:A huge, brightly-colored, predatory mollusc larger than most humanoids. It makes undulating movements with its bloated, mucus-covered body, effortlessly carrying a great shell. It bores holes into its prey then eats the flesh with a long proboscis.]
Title: Re: Revised
Post by: Taffer on August 20, 2017, 07:22:21 pm
EDIT: would this work instead? It implies that 201K is somewhat larger than dwarves, but doesn't make it obvious that the sizes are almost all identical. I'm liking this approach, so I'll probably go ahead with it if I get no objections and I can't think of anything better. Thank you for getting me thinking about this, bloop_bleep!

[DESCRIPTION:A huge, brightly-colored, predatory mollusc larger than most humanoids. It makes undulating movements with its bloated, mucus-covered body, effortlessly carrying a great shell. It bores holes into its prey then eats the flesh with a long proboscis.]

Warning: another lengthy monologue on a subject nobody cares about.

This change has been made so. Giant creature variations of the standard 200,000-250,000 range are "larger than most humanoids". A select few giant variations are "of immense size", and the rest are "much larger than most humanoids". Some nuance was lost, but after much thought I strongly feel that these numbers are a pretty poor indicator of physical size, even if the numbers are accurate (where possible). Fat creatures skew this number immensely, and the mass doesn't scale as you would expect. A size with 8 digits isn't necessarily much taller than a 6 digit size, for example. Furthermore, the usefulness of the comparisons is highly questionable. Some giant creatures are "larger than a donkey", a larger size than "larger than a grizzly bear", but I'd normally assume grizzly bears to be larger. Besides, when the mythology update comes out it's possible not every world will even have donkeys or grizzly bears.

It's enough, in my opinion, to imply that most of the giant variations aren't much larger than humanoids, note the truly massive creatures, and let people's imagination fill in the gaps for everything in-between.
Title: Re: Revised
Post by: Grimlocke on August 21, 2017, 05:29:03 pm
I've been keeping track of this thread semi-regularly, I just haven't had a whole lot to add :)

I'd say the descriptions are accurate enough as you have them there as long as you ignore giants and such also being humanoids. DF 'size' is purely volume and that doesn't actually correlate that well with perceived size. A large wolf and a small pony might look about the same size, yet the pony weighs around 3 times more.

Anyhow, keep up the good work!
Title: Re: Revised
Post by: vvAve on August 25, 2017, 01:42:29 pm
So I'm not sure how it's supposed to work, I order a full set of clothing and the token gets made. Then the token just sits there and no one ever uses it?

Thank you kindly for the bug report! I can confirm this: my bad. You can complete the reaction for now by going into the "automated reactions" menu and requesting the second part of the reaction yourself. It's rather embarrassing that I hadn't noticed this before. I'll fix this up right away, and it'll be done for the next release! My repository is currently in such a state that doing a minor release is annoying, so I'll have to wait until my next update is finished.

I'm reconsidering some (or all) of Microreduce, just because the reactions don't seem to quite fit in: I'll see about improving that or removing the mod. I admit that reactions aren't my forte.

If you notice anything else or have any suggestions, kindly let me know!

EDIT: This reaction...somehow...removes the ability to make shirts outside of the new "outfit" reaction, and I don't know why. I've just torn the reaction out of my mod entirely, and I'll be carefully reviewing and testing the rest of Microreduce to either integrate the remaining reactions better or remove them.

Is this bugged reaction included in the latest release?
Title: Re: Revised
Post by: Taffer on August 26, 2017, 08:30:40 pm

Is this bugged reaction included in the latest release?

Yes, sorry. My repository is most of the way through the description update, so I've been focused on finishing that for now. I'll see about posting a temporary fix this weekend. Sorry!
Title: Re: Revised
Post by: Taffer on August 31, 2017, 01:19:22 pm
Is this bugged reaction included in the latest release?

Temporarily release version v1.3.2 (https://www.dropbox.com/s/jrpgn144zkbga6h/df-revised-v1.3.2.zip?dl=0). This is just the current stable release without the bugged reaction, so it doesn't have any of the other fixes and improvements I've discussed since that release. Work continues on completing 1.4.
Title: Re: Revised
Post by: fbo on September 25, 2017, 08:18:17 am
seems you finished the reptiles in the repo. I'm looking forward for your release 1.4!
Also I like the comments a lot. As I always end up modifying such mods a bit to my taste such a documented collection of changes is quite helpful. Especially after coming back again to DF  ;)
Keep it up!
Title: Re: Revised
Post by: Taffer on September 25, 2017, 10:30:49 pm
seems you finished the reptiles in the repo. I'm looking forward for your release 1.4!
Also I like the comments a lot. As I always end up modifying such mods a bit to my taste such a documented collection of changes is quite helpful. Especially after coming back again to DF  ;)
Keep it up!

Thank you for the show of support! It makes me smile.

1.4 is progressing, but its progressing slowly. I just don't have much free time right now, and often get writers block when I do sit down to get some writing done. It's starting to look like I won't finish before the next DF release, which will be a shame. I won't support the next release until the writing is done.

I'm just finishing up creature_riverlakepool_new.txt. This leaves me with the descriptions in:

  • creature_next_underground.txt
  • creature_small_mammal_new.txt
  • creature_small_mammals.txt
  • creature_small_ocean.txt
  • creature_small_riverlake.txt
  • creature_standard.txt
  • creature_subterranean.txt
  • creature_temperate_new.txt
  • creature_tropical_new.txt

There's a todo list on top of that, but that's comparatively easy.
Title: Re: Revised
Post by: Deinos on October 22, 2017, 07:12:30 pm
I thought I had an error, but I think the mistake is on me.
Title: Re: Revised
Post by: Baffler on October 29, 2017, 07:38:14 pm
PTW for interest.
Title: Re: Revised
Post by: Taffer on November 24, 2017, 12:58:14 pm
A variety of reasons have contributed to me not writing descriptions much lately, which leaves me in the annoying position of having a major new update half-finished.

I think it would be almost as much work to update the current version now and merge the half-finished work in after than it would be to just update everything, so I'll try to pick up the pace and proceed that way. It'll take some time, unfortunately, because I'm a perfectionist and I want to do this right.

The update will be well worth it, IMO. The new descriptions are good enough to be considered the "best part" about the mod.
Title: Re: Revised
Post by: DoomOnion on November 27, 2017, 04:00:25 am
Looks like this is compatible with 44.02 along with Grimlocke's mod.
Title: Re: Revised
Post by: Taffer on November 27, 2017, 08:17:50 am
Looks like this is compatible with 44.02 along with Grimlocke's mod.

0.44.02 made changes to the raws that need to be merged in. I'm not sure what will happen if those changes aren't merged in.
Title: Re: Revised
Post by: DoomOnion on December 02, 2017, 09:47:29 pm
Link (http://dffd.bay12games.com/file.php?id=13270)

I've updated the mod to DF 0.44.02, since Taffer seemed a bit occupied with other things.
All the new tags and tokens were added, and scout tag was removed from kobolds as per file changes.
Title: Re: Revised
Post by: Taffer on December 02, 2017, 10:39:35 pm
Link (http://dffd.bay12games.com/file.php?id=13270)

I've updated the mod to DF 0.44.02, since Taffer seemed a bit occupied with other things.
All the new tags and tokens were added, and scout tag was removed from kobolds as per file changes.

Thank you kindly! Please let me know what suggestions you have: I'll be seeing what I can cut from the mod and I have a list of small things I want to do after the description update: most notable might be an armor simplification inspired by Grimlocke's mod (no "leg armor", armor protects necks, lower body, and legs by default).

I noticed your combined version, DoomOnion, and appreciated the indirect feedback: I hadn't thought about fruit seeds causing clutter in Fortress mode. I'll probably go the opposite way and delete any new seeds that I've added, and if there are any useless seeds in vanilla I'll add edible to those ones.

Some rambling about the next version, because I don't want anybody to think I've abandoned the mod. I don't ever want the mod to feel bloated with features, but I also won't hesitate to add features if they match my vision. There's a reason I stopped maintaining my modest mod fork and moved my work over to Revised.

I similarly have some FPS tweaks here and there: less clothing for goblins and elves (idea borrowed from Accelerated, to reduce FPS drops from invasions. Also fun lore, IMO). Replace ETHIC:KILL_NEUTRAL:REQUIRED with ETHIC:KILL_NEUTRAL:ACCEPTABLE for underground creatures, goblins, and kobolds: this seems to only apply when the player is nearby, which is both inconsistent and causes FPS drops in adventure mode. Also makes more sense from a lore perspetive, IMO: I don't care how cartoonishly evil you are, feeling the NEED to kill everything neutral is just silly. Max age for goblins to keep site populations lower and encourage them to spread out a little more, that kind of thing.

I'm also thinking of reintegrating Wanderer's tiered and simplified leather: I already did the work for that some time ago, and it's less material in the lists to scroll through and a solid gameplay improvement.

You can follow general progress in the repository (https://gitlab.com/belias/df-revised). The description update never seems to have an end, but I'm working better at it now and have set up the repos on my phone: this alone has helped speed things up. Items on my list will fall like dominoes pretty damn quickly once the description work is done (ha!).

I'm far too much of a perfectionist to get this done quickly, but the result is (imo) much better writing, and a dramatic improvement to Dwarf Fortress's atmosphere.
Title: Re: Revised
Post by: DoomOnion on December 03, 2017, 10:17:25 pm
That's good to hear. One of the minor tidbit that I like about DF revised is the use of descriptions. I mean, in this day and age, a tooltip is pretty much mandatory in gaming. Descriptions are the closest we can get.

How would you make the seeds evaporate? Fixed temperature?
Title: Re: Revised
Post by: Taffer on December 03, 2017, 10:40:59 pm
How would you make the seeds evaporate? Fixed temperature?

Not sure, honestly. Add [EDIBLE] to useless seeds if it makes any sense, and ignore the problem or delete the seed if not.

I'm not interested in integrating all (or even most) of accelerated, but cutting down on useless clutter is on the agenda if it makes sense to me.

I should add that you (or anyone) is free to suggest patches on GitLab directly, if it's preferred. No promises on things being merged, but I appreciate it regardless.

The final batch of completely unfinished descriptions is going much faster than it normally would, thanks to the contributions I got for them already. My final round of editing and polishing is going quickly as well. ETA for it all is by the end of the month, I estimate (and that's a pretty conservative estimate, I edited/polished the descriptions of 4 files this weekend alone)
Title: Re: Revised
Post by: Deon on December 04, 2017, 04:58:30 am
I like the mix of features of the mod a lot.
Any plans to add vocalizations to animals in the future? I love that aspect of the game a lot, makes adventure mode much more immersive, yet the feature did not make it into the main DF, likely mostly because Toady focuses on other stuff.
Title: Re: Revised
Post by: Taffer on December 04, 2017, 07:40:29 am
I like the mix of features of the mod a lot.
Any plans to add vocalizations to animals in the future? I love that aspect of the game a lot, makes adventure mode much more immersive, yet the feature did not make it into the main DF, likely mostly because Toady focuses on other stuff.

Thank you kindly for the show of confidence! I'm honored to have you say so. I like improving the vanilla game without adding many features to it. I don't mind tweaking or rewriting lore, but the intent for me was always "bugfixes, balance, and atmosphere".

As mentioned, I'm already integrating the tiered leather from Wanderer and I was somewhat tempted to remove creatures like you did before deciding it would be unpopular. (Besides, I've already simplified the names and rewrote the descriptions, seems odd to remove them now).

Yes to the vocalizations. My first version (before releasing it) had the vocalizations from Essential DF integrated, but I recollect encountering a strange bug with it and giving up. Revisiting it was actually already on my todo list for the next version, after creature descriptions.
Title: Re: Revised
Post by: Slax on December 06, 2017, 10:49:38 am
Yum. Looking forward to that big ol' update.
Suppose the unofficial update will do for now. :D
Title: Re: Revised
Post by: madmarshman on December 23, 2017, 03:50:33 am
Im using this with 43.05r, I am noticing the different descriptions in battle (forearm, instead of lower arm etc.), but I still have hundreds of different types of leather. I thought this mod reduced items, or am I wrong? Im trying to help an old lap top acheive decent frames. Thanks for you help.
Title: Re: Revised
Post by: Taffer on December 23, 2017, 08:28:01 am
Im using this with 43.05r, I am noticing the different descriptions in battle (forearm, instead of lower arm etc.), but I still have hundreds of different types of leather. I thought this mod reduced items, or am I wrong? Im trying to help an old lap top acheive decent frames. Thanks for you help.

My mod will reduce leather types, but in an upcoming update and largely just because it's being replaced by tiered leather.

You're thinking of Accelerated, an optional module for Modest. My personal opinion is that many of its changes do nothing to help FPS. Not one frame. Fewer rock and leather types does not change how many items are around the map. There are definitely changes that help FPS there: reducing the amount of clothing invaders wear, turning off temperature, reducing how many boulders drop when mining, etc. But it's always seemed strange to me that what people seem to love about Accelerated (less variety of materials) doesn't really help FPS.

The best thing you can do for your FPS is to just choose a smaller embark.
Title: Re: Revised
Post by: madmarshman on December 24, 2017, 12:21:22 pm
Thanks for your reply. I had done some homework before I posted, Ive been doing 2x2 embarks and trying to not have dead ends or excesive items in stock etc. I think my problem is I'm spoilt, I have a beast of a gaming PC and can run at max FPS continuously, so when I move onto my sofa with an old Laptop I notice the difference. I will just have to put up with reduced frames or get my ares up to my desk top PC. I have tried accelerated, but dont like regressing to older versions, also I like to have temp etc turned on as I would hate to miss out on burning to death. Thanks for your work and your help. Merry Christmas.
Title: Re: Revised
Post by: madmarshman on December 24, 2017, 03:07:51 pm
one last question, what are your views on using Masterworks just for the fps gains?
Title: Re: Revised
Post by: Amostubal on December 24, 2017, 04:09:52 pm
I can answer that.  masterworks has minimal FPS increasers, primarily DFHack item removers and item destroying reducing buildings such as the crematory, along with buildings to accomplish functions that normally reduce fps like the magma wells instead of using pump stacks.  Additionally mass creation allowing raw resources to be pushed into large batches of items through everything from Modest Mod inclusions and batch shops, all designed to make the game faster as the need for multiple jobs to accomplish the same task are reduced.  Other additions such as colored bricks and usage of blocks to make furniture means reduced mining and decreased rock needs for a sustained fortress.

all and all its not the mods you have that determine FPS.  Its primarily the complexity of the fortress, size of embark, age and size of the world, number of civs active in the world, etc.  The number of units and the number of jobs currently waiting to be completed also has a huge impact on a map.  As I have debugged many maps, the worst offenses are:
setting 1000+ stone to be smoothed,
setting every tree on a map to bee chopped,
digging out multiple (3 floor plus 100x100 plus) large chambers,
opening up the caverns and hell (which never made sense to me they were always open just invisible, suddenly they are a problem when you make them visible),
too many jobs not enough workers,
Fire,
Magma pumped to the surface,
Water dropping any distance,
mist, steam, miasma, any other form of gaseous flow,
overtly spread splatter including raining blood etc.
too many units whether idle or not.

and that last one is the worst problem... generally speaking if 50 units drop your fps from 100 to 50; 100 units will drop your fps to 25; 150 units will drop your fps to 10.  and that includes all units, including the pets, attacking armies, random creatures roaming around.   And some units cause more havoc to the FPS especially if they cause any of the stuff above that such as fire etc.  The only way to compensate is to have a system that works faster, more cpu power to do the path computation faster.  everything else, item count etc is minor, you can fix that.  I work on a laptop on DF all the time, It doesn't matter how much other stuff I'm doing at any moment.  The FPS is going to decline at a steady rate with the increase of units on any given map. i.e. deal with the other stuff the best you can, but it wont matter if you are getting to the 10s by the time you hit 100 units, it wont matter if you have 100 items or 100 million items.  Unit FPS reduction is the biggest frame killer once you avoid the other stuff.
Title: Re: Revised
Post by: madmarshman on December 25, 2017, 01:26:14 pm
Thanks for your input.
Title: Re: Revised
Post by: fluffyshambler on December 27, 2017, 11:07:50 pm
Was reading about pigs and found out that they (along with honey badgers, mongooses, and hedgehogs) are immune to king cobra venom. Thought that would be a good little fix and would fit in this mod.
Title: Re: Revised
Post by: Taffer on December 28, 2017, 12:37:56 am
Was reading about pigs and found out that they (along with honey badgers, mongooses, and hedgehogs) are immune to king cobra venom. Thought that would be a good little fix and would fit in this mod.

To be honest, this is the kind of fix I'm trying to avoid. Sorry! I actually stripped a number of these little fixes out of Revised already. I just don't see much value in bringing things closer to real life, especially when what I'm fixing isn't something most people will notice or care about.

Thank you kindly for the suggestion, though! Perhaps you can suggest it to Toady instead, if you haven't already.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: ☼Another☼ on December 28, 2017, 01:53:55 am
Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!

This is only partial true (at least to my knowledge). Goblins are only playable if they have integrated into non-goblin civs (generally short history worlds have goblins unplayable).

opening up the caverns and hell (which never made sense to me they were always open just invisible, suddenly they are a problem when you make them visible),

Amostubal, this is likely because that is now a valid area for dwarves to path, whereas it was previously treated just like a layer filled with stone.
Title: Re: Revised
Post by: Taffer on December 29, 2017, 03:46:40 pm
The final batch of completely unfinished descriptions is going much faster than it normally would, thanks to the contributions I got for them already. My final round of editing and polishing is going quickly as well. ETA for it all is by the end of the month, I estimate (and that's a pretty conservative estimate, I edited/polished the descriptions of 4 files this weekend alone)

To quote a favorite author of mine:

Quote from: Douglas Adams
I love deadlines. I love the whooshing noise they make as they go by.

I've been working on this a ridiculously long time, and I do think I'm nearing completion, but the end of the month was too hopeful. The major reason for all the delays has been editing rounds: going over the descriptions already done yet again. I think I've had three or four in total.

I'm on the "final" one now: that editing round is done up to creature_other. Then there's files that I haven't started yet, but most of those have had contributions from another person already that I can edit, and I'm getting better at writing them in any case. Any more editing rounds will be done for future updates, not for this one.

Fun question: is Today's "fox squirrel" a fantasy creature, or an actual fox squirrel? The wiki has a picture of an actual fox squirrel, but the description and file it's in (creature_other is otherwise all invented creatures) imply a fictional creature. I've chosen to interpet it as a fox/squirrel hybrid, because that's more fun. Fox squirrels are hardly distinguishable from red squirrels in any case.

While I'm wary of very minor bug fixes, I'll be making an exception for cave dragons: they'll lose their (flightless) wings. Today's description strongly implies they're just cave adapted dragons, and regular dragons don't have wings. The inconsistency bugs me, it affects the descriptions, and I prefer my dragons wingless in any case. Toady seems to agree, considering neither of them can actually fly.

This is only partial true (at least to my knowledge). Goblins are only playable if they have integrated into non-goblin civs (generally short history worlds have goblins unplayable).

Thanks for the correction! I was confused at the time myself: I should have looked into it further. I'll add looking into this to my list.
Title: Re: Revised for v0.43.05
Post by: Taffer on January 15, 2018, 09:07:25 pm
A medium-sized woman dedicated to the ruthless protection of nature. She has smooth, hairless skin and searching, eldritch eyes. Her kind have a reputation for grace, beauty, and cruelty.

Still progressing slowly. A sincere thank you to everyone who likes my mod enough to read this: modding should publicly speed up dramatically when I'm not dealing with writer's block, and I can do mass editing and fixing on the command line rather than description by description editing in a plain text editor. It's especially helpful that the artifact release didn't change the raws much at all (easy to catch up), and that at least a few of the bugs I deal with are likely to be fixed sometime this cycle.

I thought I'd take a moment to complain about kobolds, because there's little clear artistic direction from Toady in this regard other than a bad drawing (http://dwarffortresswiki.org/images/d/d2/Kobold.png) and the RAWs. The intelligent species require more care than normal and there's high probability of deviating from Toady's vision slightly (like the eldritch eyes referenced above), but this is especially the case with kobolds.

They're supposedly "reptilian mammals", but the only reptilian traits in evidence are that they lay eggs. They don't at all resemble cutebolds. My head-canon has always had them resemble this (https://i.imgur.com/nC3e0u1.png) or this (with yellow eyes) (https://i.imgur.com/0anfI8C.png), but they don't have floppy ears and they aren't even covered in hair like most mammals (BODY_HAIR_TISSUE_LAYERS). Apparently they're brown hobbits that lay eggs and have yellow eyes, which is...well, I can't admit I'm terribly impressed by the image.

I might be modifying them accordingly. Big, floppy ears, a tail, and large eyes it is, and probably either fur to match my own vision or scales to match D&D and the egg laying. Then they'll at least be cute, which better matches fan canon. Or just write something that matches Toady's lore better.
Title: Re: Revised for v0.43.05
Post by: KillzEmAllGod on January 16, 2018, 05:01:25 am
Wasn't Toady going for the whole snake flying dragon and just left out the wings for dragons because flying was silly?
Title: Re: Revised for v0.43.05
Post by: Taffer on January 16, 2018, 07:58:56 am
Wasn't Toady going for the whole snake flying dragon and just left out the wings for dragons because flying was silly?

Probably, yes. I don't know that I've read him state that anywhere, but it's reasonable to infer.
Title: Re: Revised for v0.43.05
Post by: Taffer on January 21, 2018, 12:50:10 am
Been working on this more, slowly preparing for release. The description is getting cleaned up, some of the final descriptions are being done, and I've started going through the files to update them for the new version.

I've also been tearing things out of the mod, now that I have a better idea of what kinds of fixes I want to include. Most of the plant changes have been removed, for example. Sorry Button!
Title: Re: Revised for v0.43.05
Post by: Taffer on January 21, 2018, 11:30:25 pm
So I ran into the hake fish's description while working my way through creature_small_ocean, one of the last files on my list for the description update.

An oceanic fish.

Sorry, Toady, but this one is particularly bad. This is about as bad as the eagle's description.

A small bird of prey.

Just a point of amusement, as it humors me and reminds me why I'm working on this.
Title: Re: Revised for v0.43.05
Post by: flyteofheart on January 21, 2018, 11:46:47 pm
Do you think this mod would work with other mods? Specifically ones that add new creatures, civs, etc.

I really love the attention to detail this has on improving vanilla. And iv always agreed that bite attacks from humanoids were silly and agree with most of your other flavor changes.

Iv been using your tileset since I started playing DF, so thanks for that too! Its consistently the most faithful to ASCII and nice looking. Feels right.
Title: Re: Revised for v0.43.05
Post by: Taffer on January 22, 2018, 10:58:46 am
Do you think this mod would work with other mods? Specifically ones that add new creatures, civs, etc.

Yes, but you'll have to get comfortable with something like Meld (http://meldmerge.org/) or WinMerge (https://bitbucket.org/jtuc/winmerge2011/overview). This will make it easy to see exactly what my mod changed and what another mod changed when we edit the same file, and merge both sets of changes together. Much of the time it will be fine, provided you do this.

I really love the attention to detail this has on improving vanilla. And iv always agreed that bite attacks from humanoids were silly and agree with most of your other flavor changes.

Iv been using your tileset since I started playing DF, so thanks for that too! Its consistently the most faithful to ASCII and nice looking. Feels right.

Thank you kindly for the show of support! I hope you enjoy the next version, whenever it comes out!
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Amostubal on January 24, 2018, 06:32:03 am
Goblins are already playable in vanilla, that's not a feature of this mod.

Thank you kindly for the correction!

This is only partial true (at least to my knowledge). Goblins are only playable if they have integrated into non-goblin civs (generally short history worlds have goblins unplayable).

opening up the caverns and hell (which never made sense to me they were always open just invisible, suddenly they are a problem when you make them visible),

Amostubal, this is likely because that is now a valid area for dwarves to path, whereas it was previously treated just like a layer filled with stone.

yeah... thats what I'm seeing too.... just find it ridiculous that pathing seems to check EVERY possible path including ones that send you 100s of tiles out of the way.  i.e. if your dwarf is going to the kitchen next door from the meed hall... he shouldn't be considering going all the way to the magma sea first.... there is no need for that.  be exact pathing should be considering only the current floor if there is a direct route, and other floors only if there isn't.  and then only  1 up 1 down approach until path found.
Title: Re: Revised for v0.43.05
Post by: ldog on January 30, 2018, 09:05:11 pm
So I ran into the hake fish's description while working my way through creature_small_ocean, one of the last files on my list for the description update.

An oceanic fish.

Sorry, Toady, but this one is particularly bad. This is about as bad as the eagle's description.

Well he's not wrong...

A small bird of prey.

Just a point of amusement, as it humors me and reminds me why I'm working on this.

It is, compared to the giant eagle. ;)

Really just PTW
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 13, 2018, 11:05:17 pm
A lot of work went into this release. I've been rambling about my description update for two years now (http://www.bay12forums.com/smf/index.php?topic=148265.msg6851551#msg6851551). It's finally done. I obsessed far too much over this, going over the descriptions over and over again.

Every creature in the game now has a better description. Really, I've checked. Not just an extra adjective or two and some pronoun changes, I've tried to add interesting tidbits about everything. Many giant creatures now have a vague size comparison, to give you a better idea of how big Toady intended them to be. Little details are more evident, such as how bird people have their wings attached to their backs and not as part of their arms. Speaking of arms, animal people with multiple arms now have that indicated in their description. Every gendered humanoid in the game now has a gendered description.

I've tried to use simple language. Editing these descriptions further (trust me, there's been a lot of editing already) will be an ongoing project. I enjoy editing the descriptions more than I enjoy writing them. I'll be improving everything further, but now I'd love to hear from everybody. Troglodytes will probably be renamed cavemen and cavewomen next release, as an example of my desire for textual improvements.

Obviously I've updated it for the new DF release. I've made lots of fixes here and there. Various FPS tweaks are now included. Creatures with unnecessarily long names have been renamed to have simpler names. Kobolds have cute, floppy ears. Other changes for this release have been largely put off to the next one, including the leather simplification and tiering. I have a few improvements that I think will be popular and interesting, so exciting things are still coming down the pipe.

Please post any mistakes! Let me know if you have any requests! Share your stories! I don't like working in a vacuum.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: KillzEmAllGod on March 15, 2018, 01:49:13 am
Now just to wait for Grimlocke's mod to be updated, how different is this release from 1.3.1?
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 15, 2018, 07:31:01 am
Now just to wait for Grimlocke's mod to be updated, how different is this release from 1.3.1?

In terms of features, I think I mentioned everything already. I removed a few minor things, made the unarmed attack changes actually apply to humanoids, and tweaked goblins for better FPS. In terms of lines changed this is an enormous update. I highly recommend using WinMerge (https://bitbucket.org/jtuc/winmerge2011) to merge it with other mods or update the Grimlocke patch.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Warlord255 on March 15, 2018, 04:04:11 pm
I've been watching for this one for a while now. Great job!

Quick question: Do the descriptor revisions include upgrades to color? I've been doing an improvement pass on various bug/slug men and the first thing I fixed was "His chitin is black. His eyes are black." being the only color available for damn near everything.

EDIT: Welp, can't win 'em all. If you want to crowdsource, I'd be happy to do the colors for you!

I'd also make a small suggestion, though if it's a ton more work then I wouldn't worry about it. Changing "man with..." to "bird-man", "bug-man", or "beast-man" respectively might help with the descriptions.

But don't listen to me - this is an absolute masterwork! Well done!
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: bloop_bleep on March 15, 2018, 04:12:07 pm
This mod needs to be in vanilla DF. Well done.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 15, 2018, 05:16:13 pm
Contributions are welcome! I'm particularly looking for advice on rebalancing combat.

I've been watching for this one for a while now. Great job!

Quick question: Do the descriptor revisions include upgrades to color? I've been doing an improvement pass on various bug/slug men and the first thing I fixed was "His chitin is black. His eyes are black." being the only color available for damn near everything.

Thank you kindly!

The description update is literally the DESCRIPTION tag, not descriptors. I'll look into adding more descriptors when my todo list for Revised is done.

This mod needs to be in vanilla DF. Well done.

Thank you kindly! I offered the description work to Toady when I started but he doesn't want any contributions if they're creative (like descriptions). I'll email again just in case, there's some RAW file fixes he might be interested in.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: KillzEmAllGod on March 15, 2018, 05:18:45 pm
Used Winmerge for a bit and just ended up replacing the creature files. Don't know if the skill changes take effect on existing animals or new ones that enter the map. Wonder if the caste names will be fine as well on existing saves.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 15, 2018, 05:40:30 pm
Used Winmerge for a bit and just ended up replacing the creature files. Don't know if the skill changes take effect on existing animals or new ones that enter the map. Wonder if the caste names will be fine as well on existing saves.

My mod and Grimlocke's will need to be merged safely. Might be easiest to compare the creature files of Grimlocke's mod (not the Revised patch) with vanilla, just to see what was changed, and then merge with mine after. The keyboard shortcuts make WinMerge much more pleasant to work with. You can work very quickly once you're used to it.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Warlord255 on March 17, 2018, 10:40:19 am
Ok, I ended up with a bizarre world - and I think it's a bug that has to do with raws.

One of my sub-civs which I ported over is Desert Dwarves; they have Jackals instead of dogs, among other things. However, in this particular world, there were Humans instead of Dwarves, Jackal Men instead of jackals, and - as an additional curiosity - Giant Leeches instead of my altered Leech Men.

I did some experimenting, and after removing Giant Leeches and finding my worlds generating Axlotl fortresses instead, I found the culprit; If a creature is deemed invalid when selecting for a civ, it selects the next one down the list. Hence, Dwarf-> Human, Jackal->Jackalman, Leech Man -> Giant Leech.

I'm attempting to comb through and see what the issue is for the Leech Men, to start - changing their file path did nothing, and moving them to a different file caused worlds not to generate. Very puzzling.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 17, 2018, 12:30:30 pm
I'm so enamored with you this art (https://regourso.deviantart.com/art/Bulwyf-Olafsson-654195551) that dwarves in my raws now have wooly arms and beards. Just the kind of eccentric flavor that helps me enjoy Dwarf Fortress. It's not going to be integrated into Revised because everyone else probably thinks that's a weird idea. Good artist, though.

I'm still dissatisfied with the descriptions, but they'll do for now. I want to try to get Revised into a better state before embarking on another editing pass.

Ok, I ended up with a bizarre world - and I think it's a bug that has to do with raws.

One of my sub-civs which I ported over is Desert Dwarves; they have Jackals instead of dogs, among other things. However, in this particular world, there were Humans instead of Dwarves, Jackal Men instead of jackals, and - as an additional curiosity - Giant Leeches instead of my altered Leech Men.

I did some experimenting, and after removing Giant Leeches and finding my worlds generating Axlotl fortresses instead, I found the culprit; If a creature is deemed invalid when selecting for a civ, it selects the next one down the list. Hence, Dwarf-> Human, Jackal->Jackalman, Leech Man -> Giant Leech.

I'm attempting to comb through and see what the issue is for the Leech Men, to start - changing their file path did nothing, and moving them to a different file caused worlds not to generate. Very puzzling.

Thank you for the report. I'll devote some time to fixing up Revised today. I definitely need to play test more before expanding on Revised.

Could this have something to do with your own modding? You mention porting over a sub-civ.

EDIT: I can't reproduce this.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 17, 2018, 03:20:07 pm
Just giving a heads up that I'm stripping the ATTACK_PRIORITY changes brought over from the Modest mod out, along with all attacks introduced by Revised. I want to do some good combat testing, and the more attacks that are added the more there is to test. I can't find any testing for the tweak to make some attacks "secondary". No discussion in the modest mod threads that I can find. I like the idea in theory so I'd probably playtest and keep it if it was a simple fix, but it's not. It's a noisy fix, and it makes balancing more annoying because there's two copies of all of these attacks.

Similarly, in retrospect I disagree with the combining of TALON_SCRATCH and KICK for animal people. That change also generates a lot of noise and I disagree thematically.

I'll try to keep posting when I make big changes, just so people don't get surprised. My focus is on flavour, balance, better gameplay, and bug-fixing, not on features. I also want to make Dwarf Fortress nicer to read (literally), thus the creature name simplifications, typo fixes, better child and caste names, renamed body parts, and rewritten descriptions.

I'll also finish removing Microreduce. It's already half gone: the "easier steel" reaction was removed a long time ago and the "full set of clothing" reaction had a bug in it. The only remaining bits of Microreduce is automatic soap, lye, ash, and clear glass, but I still see complaints here and there about it. I also haven't play tested those reactions much anyway and I dislike the "automatic reactions" categories that it creates.

Probably not going to stop there. I'm going through Revised and thinking about what should stay: the more I stray from DF, the more people have to merge and the greater the potential for bugs. I don't want to remove too much, but I also don't want Revised to get bloated.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Warlord255 on March 17, 2018, 04:44:26 pm
Thank you for the report. I'll devote some time to fixing up Revised today. I definitely need to play test more before expanding on Revised.

Could this have something to do with your own modding? You mention porting over a sub-civ.

EDIT: I can't reproduce this.

The only thing I altered in the Dwarf raws was the CASTETILE for female dwarves. Literally nothing else was changed. That's why I thought it pertinent to mention to you, since otherwise there's nothing that would affect them.

Genning more worlds over and over, I found that the Humans replaced Dwarves in the "normal" Dwarf civ also. Thankfully, there were no cat or dog-men.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 17, 2018, 04:50:26 pm
I'm on the fence about the velocity reduction to unarmed attacks. It wasn't even applicable to dwarves, goblins, elves, kobolds, and humans until this release, and it's inconsistent: there's plenty of locally defined attacks in the RAW files that don't have the fix. Trying to balance combat by reducing the velocity of attacks just got significantly noisier: I'd need to change the value in the globally defined attacks and in all of the locally defined attacks (and hope I put in reasonable values for everything). This fix is a lot messier than I thought it was.

The only thing I altered in the Dwarf raws was the CASTETILE for female dwarves. Literally nothing else was changed. That's why I thought it pertinent to mention to you, since otherwise there's nothing that would affect them.

Genning more worlds over and over, I found that the Humans replaced Dwarves in the "normal" Dwarf civ also. Thankfully, there were no cat or dog-men.

Hmm...can you download vanilla v0.44.07 again, install Revised v1.4, and test, would you kindly? I'm in the middle of some significant RAW cleanups as well, so I'll be able to see if there are any problems as I go. I'm always comparing my files to vanilla using a merge tool, so any unusual changes should stand right out. If you're not interested, I'll do some testing myself after I'm done the cleanup. No worries. Thank you for the help and for the RAW contributions!

From memory, the only unusual thing I recall doing is creating "male" and "female" castes for the bronze colossus. It doesn't actually gender them. The only difference is a different description ("naked man" vs "naked woman"). I did worry this might cause some unforeseen problems, but they didn't want to show up for me when I was testing and from what I read I didn't think it would cause problems. I don't see how that could cause this, but it's the only thing that comes to mind. I'll see what I notice as I'm cleaning up the files.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 17, 2018, 06:17:42 pm
I don't want to spam my thread too much, but I should note that I've found several bugs in the current release. I messed up kobold floppy ears, for example. Several lines are missing end square brackets. There are some LIKES_FIGHTING tags that I needed to remove. There might be a few more. I don't think it's anything major, but the next release will have it all sorted out.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: bloop_bleep on March 18, 2018, 12:40:39 am
I remember reading somewhere that scratch attacks are so powerful because the game uses the entire finger to scratch. Perhaps you should an untargetable "nail" body part that connects to fingers and change the scratch attacks to use that instead?
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: vvAve on March 18, 2018, 05:21:55 am
Feels like unarmed nerf and skulls buff are a bit too much. Situations when dwarfs were kicking big unconscious animals for weeks with no effect are now even worse. 
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 18, 2018, 08:17:51 am
I remember reading somewhere that scratch attacks are so powerful because the game uses the entire finger to scratch. Perhaps you should an untargetable "nail" body part that connects to fingers and change the scratch attacks to use that instead?

Good suggestion. I can give it a try, but to be honest, I dislike scratch attacks even if they are balanced. They're just used too often. I want to get the next release out soon, but I'll test nail scratch attacks after that to see what I think. Thanks for the idea!

Feels like unarmed nerf and skulls buff are a bit too much. Situations when dwarfs were kicking big unconscious animals for weeks with no effect are now even worse.

Yes, I agree. Revised was already thickening skin, which is a better solution anyway. The next release is reverting the unarmed attack nerf. Thank you kindly for the input! I'll also better document the changes in the tissues file, in the opening thread.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 18, 2018, 10:58:37 am
v1.5 v1.5.1 released. This is a dramatic cleanup of the RAW files. Unnecessary deviations from vanilla were reverted. Features I didn't care for were reverted. A few files were deleted and it'll be necessary to generate a new world, so you're best off installing over a fresh v0.44.07 installation. There's one new feature, courtesy of Warlord255: some insects have more accurate and more varied colors. Thank you! I also rewrote a few descriptions, including the empty bucket reaction descriptions.

  • the last remnants of microreduce have been removed.
  • the horn butt, horn gore, and mosquito male (non bloodsucking) attacks from the Modest Mod have been removed. This feature may return if the extra attacks prove to be popular: this is mainly being reverted because I want to make sure combat is in a good state.
  • the attack priority changes have been reverted. This was a noisy fix for debatable benefit.
  • the talon_scratch and kick attacks are now separate again for bird people, just like vanilla.
  • giant creatures no longer kick, just like vanilla. Revised still adds bite attacks to many giant creatures, they just won't kick.
  • all attack velocity reductions have been removed. Weapons are still rebalanced, skulls and skin are both thicker, so combat should still be in a reasonable place.
  • all of the pet and training changes have been reverted. Things are fine as they are in vanilla. Revised still adds children to trainable creatures that lack them, because training is broken otherwise. Revised also still increases the MAXAGE of trainable giant creatures with very short lifespans.
  • slow mounts and mounts that curl up when threatened are now mounts again, just like vanilla. Amphibious mounts are still not considered mounts anymore, because they drown invaders riding them. Testing how often this happens is on the todo list.
  • an untested fix for flying lungfish has been reverted, because I should have tested it first. Doing so is on the todo list.
  • snail, moon snail, and cave fish people now have legs, just like vanilla. I don't see why these creatures have to be legless, so I'll defer to Toady here. The descriptions account for this by describing their legs as "bloated and short". EDIT: the v1.6 or v1.5.2 release (whichever) will have "fin-like legs" for cave fish people, I just didn't feel like another point release.
  • the LIKES_FIGHTING tag imported from Wanderer has been removed wherever it appears, reverting things to vanilla. This tag is deprecated.

As mentioned, Revised is now significantly closer to vanilla in terms of lines changed. I want Revised to be as bug free as possible, and the more bloat there is in the RAWs, the more lines changed, the more potential there is for buggy behaviour. There's a reason I refuse to mod (or install mods) without comparing things to vanilla using diff tools, and why I've commented literally every line changed.

Better descriptors and improved body parts are absolutely on the agenda. I have lots of plans for Revised still, and that can proceed now that the description work is done (for now) and the files are cleaned up. When my todo list is finished I'll be doing another editing pass over the descriptions.

As always, contributions, suggestions, and critique are always welcome. Or just stories and comments.

EDIT: I forgot to revert the attack changes I made to creature_standard: without the velocity change fixes, there's no longer a need to replace locally defined attacks with global attacks. I also added woolly-limbed dwarves (https://regourso.deviantart.com/art/Bulwyf-Olafsson-654195551) as an optional extra.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: jecowa on March 18, 2018, 01:35:34 pm
• forgotten beasts made of stone, wood, and metal can be butchered. (Modest))

Does butchering a wood and metal forgotten beasts produce logs and ores?

COMBAT IMPROVEMENTS

Do these combat changes make the game easier or harder?
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 18, 2018, 02:22:18 pm
Does butchering a wood and metal forgotten beasts produce logs and ores?

Yes. I'll add testing this to my todo list, because it's been a long time. I really wish I could make bronze collossi drop statues of themselves rather than random statues, but I doubt that's possible without dfhack.

Do these combat changes make the game easier or harder?

It's complicated. I prefer a harder game if possible (checking and testing the harder farming mod is also on my todo list), but many of these changes weren't made "to make the game harder". I'll be looking into consolidating and removing layered armor, but that will take some testing (and will make the game harder, because armor layering is cheaty nonsense).

Quote from: Taffer
• elves siege and wield better—and more sensible—wooden weapons. (Coherent Weapons)

This definitely makes the game harder, unless you're playing as an elf in adventure mode. The weapons elves wield in vanilla, however, simply don't make sense. They're using "regular weapons, but shitty because they're made of wood". The weapons they wield in Revised make more sense as wooden weapons (clubs, for example). This is as much for flavor as it is for balance. Players shouldn't laugh off elf invasions. Dwarf Fortress elves are already reasonably unique in terms of lore. Personally, I think the new weapons suit Toady's vision for them better than their old weapons, but I can see why this would be a controversial change.

There's a bit of hand waving here, as their "hardened" wooden spears are much better than regular wooden spears, but that's easy to dismiss as being a culturally guarded secret. Some mods use magical wood here, but I prefer my approach. It'll also continue to make sense after the magic and myths update, but magical wood won't.

I'm considering elven wooden armor for an update, it's on the todo list. No idea if I'll go through with it. Probably not, because tiered leather is also on the todo list.

Quote from: Taffer
• long swords aren't easily used one-handed, but they slash better. (Coherent Weapons)

Neither harder nor easier, weapons are used by both dwarves and invaders.

Quote from: Taffer
• large spiders and spider people that couldn't trap with their web now can. (Modest)

Definitely harder, unless you happen to be playing one of the spider people that can trap with their webs. (Does adventure mode let you? Would be fun to test.)

Quote from: Taffer
• scratch attacks without claws or talons have been removed. (Grimlocke, Revised)

Neither harder nor easier, this affects all the main humanoid races. Combat just makes a bit more sense. A change in v1.5 that I didn't bother mentioning is that bear people can now use nail scratch attacks, even though it's not a talon attack. Because bears. I'll be going through the files and giving nail scratch attacks back to more animal people that thematically have long claws.

Quote from: Taffer
• many animals and humanoids aren't as flighty. Predators are fearless. (Wanderer)

Definitely harder. Things just won't run from you as easily in Adventure mode, and will be more willing to fight to the death in Fortress mode.

Quote from: Taffer
• scimitars are big and powerful, with a wide contact area. (Coherent Weapons)

Neither harder nor easier, weapons are used by both dwarves and invaders.

Quote from: Taffer
• bows and crossbows are weaker and differ from each other more. (Wanderer)

Neither harder nor easier, weapons are used by both dwarves and invaders. On the todo list is adding a reaction to make arrows in fortress mode, but I need to take stock again of just who uses bows now. Pretty sure elves use spear throwers exclusively now (for ranged).

Quote from: Taffer
• bone doesn't feel pain, and fat and muscle feel less pain. (Wanderer, Modest)

Neither harder nor easier, this affects everyone. Just makes combat and injuries make more sense. I suppose this makes it easier in Fortress mode whenever you're fighting something without bones, fat, or muscle.

Quote from: Taffer
• whips have been weakened and cost more to create. (Coherent Weapons)

Easier, unless you're in adventure mode wielding a whip. Whips aren't usually used in fortress mode but were overpowered before. The cost change here is the part of Coherent Weapons I'm the most confused about (I don't know why it's here), but I trust the author here. Might be worth looking into on the todo list.

Really, whips aren't weapons at all and never have been to my understanding (to any great degree). This is more D&D nonsense. It's a tool for controlling and hurting people and animals (or being kinky, apparently). I was tempted to remove whips entirely but that seemed unnecessary. If whips are too weak after these changes, then good riddance. That's what goblins get for using a stupid weapon. (I suppose I should add rethinking a whip replacement to the todo list).

Quote from: Taffer
• short swords and spears have smaller contact areas. (Coherent Weapons)

Neither harder nor easier, weapons are used by both dwarves and invaders. Come to think of it, I should confirm that this change also applies to the elven spears.

Quote from: Taffer
• long swords can now be gripped partly by the blade. (Coherent Weapons)

Neither harder nor easier, weapons are used by both dwarves and invaders.

Quote from: Taffer
• some insects have more accurate and more varied colors. (Warlord255)

Misplaced line. No affect on combat whatsoever.

Quote from: Taffer
• giant predators eat dwarves, and many ambush prey. (Modest)

Definitely harder. This is a significant change. They'll be a lot more dangerous creatures in savage areas. I'm not sure if so many of them need to be ambush predators, though: I might look into that.

Quote from: Taffer
• renamed body parts for more legible combat logs. (Modest)

No affect on combat whatsoever. Only better reading. An upcoming version will have some additional bones added (for good reasons, not just because), that will affect combat and will need to be tested.

Quote from: Taffer
• skulls are sturdier and skin is thicker. (Wanderer, Grimlocke)

Neither harder nor easier, this affects everyone. Easier, if you're facing something in Fortress mode that doesn't have a skull or any skin. Hopefully, this change alone is enough to balance combat better.

Quote from: Taffer
• short swords penetrate more. (Coherent Weapons)

Neither harder nor easier, weapons are used by both dwarves and invaders.

Quote from: Taffer
• many tissues now heal naturally. (Modest)

Easier, because the invaders will be dead or will flee, and who cares if they heal slightly better off screen. Fewer dwarves should need medical treatment for minor wounds. I need to take the time to rewrite some of these lines, as this is poorly written: this just makes hair, nails, horns, and more heal naturally (but slowly).

Quote from: Taffer
• many giant creatures can bite. (Modest)

Definitely harder, as you can't play as a giant creature and bite attacks are broken (overpowered). I don't think Toady will fix bite attacks even when he revisits combat, because he seems proud of stories of dwarves biting off limbs and carrying them around in their teeth. If a dwarf can bite off a limb, you can bet a giant lion can do worse.

Quote from: Taffer
• most humanoids won't bite. (Revised)

Neither harder nor easier, but combat makes a lot more sense. Arguably easier, if you're playing as a bird person or a bug person in adventure mode, because now you enjoy a strong attack that most of your opponents won't have.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Dahrk on March 21, 2018, 12:31:16 pm
This is a seriously impressive endeavour! The fixes and improvements are very useful, but I actually find it hard to play without your descriptions now. Where once my eyes would skip over creature descriptions, I now go out of my way to inspect new arrivals!
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 21, 2018, 01:24:18 pm
This is a seriously impressive endeavour! The fixes and improvements are very useful, but I actually find it hard to play without your descriptions now. Where once my eyes would skip over creature descriptions, I now go out of my way to inspect new arrivals!

Thanks so much! I worked hard on the descriptions. I'm pleased to see somebody enjoys them. If you notice any mispelled words or awkward sentences, please let me know!
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: CarpBiter2000 on March 26, 2018, 01:45:32 pm
Just wanted to chime in and say that I too have been enjoying the new descriptions a lot. Also, I've been silently playing Revised for almost 2 years now, and I figured I'd finally make an account and say "thank you". So, thank you, Taffer.
(checking and testing the harder farming mod is also on my todo list)
That's something I'd really like to see. There is way too much food just lying around, and running "deteriorate food" all the time causes a lot of job cancellations that annoy me. And it's not healthy for my fortresses to have me annoyed. Not healthy at all.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 28, 2018, 09:56:45 am
Just wanted to chime in and say that I too have been enjoying the new descriptions a lot. Also, I've been silently playing Revised for almost 2 years now, and I figured I'd finally make an account and say "thank you". So, thank you, Taffer.

Thank you, and you're welcome! I'm glad you're enjoying it.

That's something I'd really like to see. There is way too much food just lying around, and running "deteriorate food" all the time causes a lot of job cancellations that annoy me. And it's not healthy for my fortresses to have me annoyed. Not healthy at all.

I'll see what I can do, then! I have a lot to deal with at the moment, but when life settles a little I'll work on Revised more.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Meph on March 29, 2018, 10:04:38 am
I started merging revised into the tileset launcher pack. So far I have to say I'm really impressed. Sensible changes, everything documented inside the files themselves, and a lot more intricate changes than I expected.

Only bug, if you want to call it that, that I've seen so far is in tissue_template_default, the first entry has a duplicate line:
Quote
[TISSUE_TEMPLATE:SKIN_TEMPLATE]
   [TISSUE_NAME:skin:NP]
   [SCARS]
   [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:SKIN]
   [RELATIVE_THICKNESS:2] Revision: made skin thicker.

   Lower is faster.
   [HEALING_RATE:100]

   [VASCULAR:1]
   [RELATIVE_THICKNESS:2] Revision: made skin thicker.

You added the thickness change twice, but it has literally no negative effect. I'll post more if I find something.

Edit: Just saw the item_weapon changes.

The material change to whips has no effect on gameplay, since the player never makes whips, and goblins are not playable.

The elven clubs/giant clubs seem thematically a bit... unfitting to slender elves. Might I suggest batons, quarter-staffs or the like? Still a blunt wooden weapon, but not quite as low-tech.

Edit2: Suggestion: Your new creature descriptions are fairly colorful, but ultimately do not help the player get more information about the creature. What about adding facts from the raws? Creature size, clutch size, max age and the like. Anything that would be of interest to the player. An example:

   Vanilla: [DESCRIPTION:A medium-sized beast, known for its tusks and powerful build.]

   Revised: [DESCRIPTION:A medium-sized beast with large tusks, short legs, and a stocky body. It has strong neck muscles to dig for food, and uses its snout as a plow.] Revision: rewrote description.

   Revised v2: [DESCRIPTION:A medium-sized beast with large tusks, short legs, and a stocky body. It has strong neck muscles to dig for food, and uses its snout as a plow. A benign meanderer, it appears in groups of 5 to 10 individuals. It lives to be up to 20 years old, weighting up to 80kg. It's an exotic pet if you can tame it and valued with 100 urists on the market. Beware its tusk attack.] Revision: rewrote description.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 29, 2018, 11:21:27 pm
I started merging revised into the tileset launcher pack. So far I have to say I'm really impressed. Sensible changes, everything documented inside the files themselves, and a lot more intricate changes than I expected.

Thank you for the vote of confidence! Hopefully I'll get more comments, suggestions and criticism once it's in your launcher.

Only bug, if you want to call it that, that I've seen so far is in tissue_template_default, the first entry has a duplicate line:
...
You added the thickness change twice, but it has literally no negative effect. I'll post more if I find something.

Good catch! Thanks for the report!

Edit: Just saw the item_weapon changes.

The material change to whips has no effect on gameplay, since the player never makes whips, and goblins are not playable.

The elven clubs/giant clubs seem thematically a bit... unfitting to slender elves. Might I suggest batons, quarter-staffs or the like? Still a blunt wooden weapon, but not quite as low-tech.

I admit that I'm a little attached to the primitive elf weapons now, especially since I envision them being more aztec inspired than caveman inspired, but the quarterstaff is a decent idea. I'll see what I can do, even if it's just describing them differently.

Edit2: Suggestion: Your new creature descriptions are fairly colorful, but ultimately do not help the player get more information about the creature. What about adding facts from the raws? Creature size, clutch size, max age and the like. Anything that would be of interest to the player. An example:

   Vanilla: [DESCRIPTION:A medium-sized beast, known for its tusks and powerful build.]

   Revised: [DESCRIPTION:A medium-sized beast with large tusks, short legs, and a stocky body. It has strong neck muscles to dig for food, and uses its snout as a plow.] Revision: rewrote description.

   Revised v2: [DESCRIPTION:A medium-sized beast with large tusks, short legs, and a stocky body. It has strong neck muscles to dig for food, and uses its snout as a plow. A benign meanderer, it appears in groups of 5 to 10 individuals. It lives to be up to 20 years old, weighting up to 80kg. It's an exotic pet if you can tame it and valued with 100 urists on the market. Beware its tusk attack.] Revision: rewrote description.

I admit to being a little wary about another big pass over the descriptions, but you raise a good point. I've been leaning more towards simple descriptions than complex ones, but I could definitely stand to include some more useful information. I'd rather do that all in one go than a bit at a time, however, so I'll have to delay that at least until my todo list for Revised is done. It'd be a shame to improve a handful of descriptions and leave the rest of the game's creatures comparatively lacking.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Meph on March 30, 2018, 04:55:43 am
Well, there are only around 600 creatures or so. :P

I'll do some more work today, I'll let you know if I spot anything else.

If you don't mind, I might write a few longer descriptions myself afterwards, which you might or might not use, as you like.

Edit: Saw the "[SIEGER] Revision: elves will now siege.". Is it possible that you misunderstood that tag? It changes the siege AI, with the sieger-tag the invading elven armies will make camps and starts camp-fires and wait outside for months and months... instead of pathing straight in or leaving, if that's not possible. They will not act like a goblin siege, but like a human siege. Together with the ambush tag, that makes elven sieges pretty hard to deal with, because their army is both invisible at first AND camping outside.

Edit2: You do simplify the black mamba to just mamba... why exactly? To quote Wikipedia: "Four extant species are recognised currently; three of those four species are essentially arboreal and green in colour, whereas the so-called black mamba..." People wouldn't know if the mamba is a black mamba or another mamba.

Edit3: Same for king cobra to cobra.
Edit4: Same for buffalo and water buffalo... as someone who rode through Africa and had to hide from damn cape buffalos, while petting tame water buffalos in India, I'd say the distinction is quite important. :P

Edit5: Thrips... It says "[CREATURE:THRIPS][DESCRIPTION:A tiny pest insect. It feeds on both crops and other bugs.] Revision: rewrote description." But the description is exactly the same as in vanilla DF.

Edit6: Giant Moon Snail have [MOUNT_EXOTIC] in vanilla, in your file versions they do not. No note about removing it though. On other snails/slugs you removed it, with a note saying that they are too slow to be used sensibly as mounts. Guess the same should be true for moon snails.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: CarpBiter2000 on March 30, 2018, 07:49:48 am
clubs
clubs
There are different kinds of clubs, though. Something like this, for example, looks slim and elvish enough and is still called a club:
Spoiler (click to show/hide)

Also, quarterstaves seem a bit pointless. The elves already have what is essentially a wooden quartertaff with a (slightly) pointy end. Alternatives like Fijian "totokias",
Spoiler (click to show/hide)
Irish "shillelaghs"
Spoiler (click to show/hide)
and African "knobkerries"
Spoiler (click to show/hide)
are relatively long and bashy, but their names are way too exotic for an average user like me to recognize. Therefore, I suggest the laziest solution possible: renaming the clubs into "elven war clubs" and letting the player use his imagination.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 30, 2018, 09:06:17 am
Well, there are only around 600 creatures or so. :P

I'll do some more work today, I'll let you know if I spot anything else.

If you don't mind, I might write a few longer descriptions myself afterwards, which you might or might not use, as you like.

Thank you kindly for the comments! I'll review and edit any contributions, and will give credit in the opening thread. Cheers!

Edit: Saw the "[SIEGER] Revision: elves will now siege.". Is it possible that you misunderstood that tag? It changes the siege AI, with the sieger-tag the invading elven armies will make camps and starts camp-fires and wait outside for months and months... instead of pathing straight in or leaving, if that's not possible. They will not act like a goblin siege, but like a human siege. Together with the ambush tag, that makes elven sieges pretty hard to deal with, because their army is both invisible at first AND camping outside.

Apologies for the poor comment there. I'll rewrite it. Thanks for the comments and the clarification! I'd misunderstood the tag when I first added it, but corrected myself later when I looked it up and neglected to fix my comment. I review and try to justify to myself every change (across the entire mod, with diff utilities) every major release, specifically to avoid having random tags lying around that I don't understand or have forgotten about. Even then, I mess up (as you've pointed out a few times).

Both the ambush tag and the siege tag make sense to me for elves here, but I'll add testing this to my todo list. Worth noting that unless you happened to start at war with elves, players usually bring war with them upon themselves, so I don't feel particularly bad about making elf sieges quite dangerous.

Edit2: You do simplify the black mamba to just mamba... why exactly? To quote Wikipedia: "Four extant species are recognised currently; three of those four species are essentially arboreal and green in colour, whereas the so-called black mamba..." People wouldn't know if the mamba is a black mamba or another mamba.

Edit3: Same for king cobra to cobra.
Edit4: Same for buffalo and water buffalo... as someone who rode through Africa and had to hide from damn cape buffalos, while petting tame water buffalos in India, I'd say the distinction is quite important. :P

Your travels sound fun! To be fair I understand that the distinction is important to us as players, but from an in-universe perspective there's only one species of buffalo, only one species of mamba, and only one species of cobra. It doesn't make sense to me why my dwarves (or the elves, or anyone in universe) is calling them "water buffalo" when there's only one kind of them. I tried to split the difference by mentioning their original names in the description.

This change also helps animal products: "buffalo leather pants" is nicer to read and easier to say than "water buffalo leather pants". (And again, from an in-universe perspective, it makes no sense why Urist is angrily insisting that everyone call his finely crafted leather pants "water buffalo leather pants" when there's only one kind of buffalo around).

Still, if people dislike the creature name simplifications I can revert them, at least for creatures where the distinction is more important (like the ones you specified). Up next is integrating the tiered and simplified leather from Wanderer, so the leather name problem will go away by itself.

Edit5: Thrips... It says "[CREATURE:THRIPS][DESCRIPTION:A tiny pest insect. It feeds on both crops and other bugs.] Revision: rewrote description." But the description is exactly the same as in vanilla DF.

I could have sworn I wrote a description for thrips. Perhaps it got lost in the git history. Thanks for pointing it out, it'll get fixed!

Edit6: Giant Moon Snail have [MOUNT_EXOTIC] in vanilla, in your file versions they do not. No note about removing it though. On other snails/slugs you removed it, with a note saying that they are too slow to be used sensibly as mounts. Guess the same should be true for moon snails.

I'll fix that! This was a victim of my big cleanup for 1.5: I used to prevent slow creatures and creatures that curl up when threatened from being mounts, but I reverted these changes as being an unnecessary deviation from vanilla. I'll add MOUNT_EXOTIC back to giant moon snails.

Thank you for all the comments! It really helps!

There are different kinds of clubs, though. Something like this, for example, looks slim and elvish enough and is still called a club:
...
Also, quarterstaves seem a bit pointless. The elves already have what is essentially a wooden quartertaff with a (slightly) pointy end. Alternatives like Fijian "totokias",
...
Irish "shillelaghs"
...
and "African" knobkerries
...
are relatively long and bashy, but their names are way too exotic for an average user like me to recognize. Therefore, I suggest the laziest solution possible: renaming the clubs into "elven war clubs" and letting the player use his imagination.

Spoiler (click to show/hide)

This is the club I had in mind when I first integrated the elven clubs You're right that they already almost have a quarterstaff. I'll try to name the elven weapons better. Perhaps "carved war club" or might convey a bit more refinement, and dispel the "elves with big caveman clubs" impression they gave Meph. That's definitely not what I have in mind for their weapons.

EDIT: Along with fixing some of Meph's concerns, I've renamed atlatls to spear-throwers, atlatl darts to throwing spears, clubs to carved clubs, and giant clubs to carved war clubs. There's some oddness, however, with elven adventurers starting with "hardened copper spears". I tried adding the TRAINING tag to the wooden weapons to keep them wooden, which didn't help. Will have to test elves in fortress mode and adventure mode, and see if this is a one-off bug I can overlook (hardened copper spear is at least plausible sounding), if it affects all elves not just adventurers, if I can fix it, or try to work around it. I'd prefer to keep the better elven weapons.
Title: Re: Revised for v0.44.07. All creature descriptions rewritten!
Post by: Taffer on March 30, 2018, 09:14:55 am
I just wanted to make a quick aside to thank Toothspit, who helped the description work by contributing changes. Thank you! That was 2 years ago, actually. Boy, it took me a long time to finish the damn descriptions. I've corrected the opening thread to add your name as a credit, where it should have been when I released the work. Cheers, and apologies for the delayed credit (and the long delayed work!)
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 02, 2018, 09:55:56 pm
After some thought, I think that I've been too strict about mod changes. I've been going through my cleaned up Modest Mod fork and re-integrating most of it, so long as it makes sense and can be justified. I've reverted far too much, and (as Meph discovered) Revised already has a huge set of changes over vanilla, may as well add to it. In theory I still want to avoid unnecessary changes, but I've changed my mind as to what constitutes "unneessary". Commenting everything alone is already a great way to avoid bloat, as it means I'll always have an idea of why I made a change. For users, this means you'll be getting more fixes and more features going forward. Modders will have a more painful list of changes to merge in (sorry!), but it's not like merging in Revised was an easy task already.

I still don't intend on adding tons of civilizations, new creatures, new weapons, etc. The scope of the mod hasn't really changed.

I felt this deserved a post both because the next few versions will be adding a reasonable changelist, and because I'm adding back things I've already removed.



With that out of the way, here's the todo list for the next release, in case anybody has a comment on it.

Warlord255 contributed some very nice changes (http://dffd.bay12games.com/file.php?id=13641), so I'm almost done merging most of those in. Thank you! I want to make sure that GOBBLE_VERMIN_CLASS:MAMMAL won't result in these predators attacking creatures far larger than themselves and I'm hesitant about the MISCHIEVOUS tag resulting in raccoons and snakes pulling your fortress levers, so some testing is in order. Definitely a clever way to add some stealth to creatures. If anybody has an answer for those questions then please let me know, it'll definitely speed up the next version.

As mentioned I've been adding many of the Modest Mod's fixes back in, including things I reverted recently. The training improvements, for example, are back in. I'm also going through my cleaned up Wanderer, making sure I haven't missed any combat improvements, and integrating tiered and simplified leather. There are some other changes already made, and I'll be removing the stray macroreduce file I accidentally left in.

All other work has been punted to my next version's todo list, to try to get this out a little faster. I won't have time to test tiered leather much, so that'll need a balance review at some point.

Help is always appreciated, as are contributions or critique!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: ThoMeuhGal on April 03, 2018, 03:47:07 am
That's good to hear! I'm a big fan of the leather change  ;)
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: CarpBiter2000 on April 03, 2018, 06:28:09 am
If you're slightly increasing the scope of allowed deviations from vanilla, I'd suggest doing something about underground animal tribes. I understand they are not supposed to be strong, but the poor guys are constantly getting wiped out by troglodites and crundles every time I see them. Maybe some kind of "thick bone" armor would help, since there are a lot of stuff in the caves that might have those kind of bones. Or simply give them better poisons and better innate skills.
I'm hesitant about the MISCHIEVOUS tag resulting in raccoons and snakes pulling your fortress levers, so some testing is in order.
I can definitely see raccoons being raccoons and pulling levers just because. Not sure about the snakes, although I like the idea of "A (snake)! Drive it away!" messages.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Warlord255 on April 03, 2018, 10:13:59 am
GOBBLE_VERMIN_CLASS:MAMMAL only targets vermin; it never results in "large" creatures engaging each other more than they usually would, which is disappointingly rare in my opinion. If you were super paranoid, you could replace CLASS:MAMMAL with CLASS:EDIBLE_VERMIN_MAMMAL or something.

On the MISCHIEVOUS snake thing, in my experience the little bastards never get far enough into your fort to pull any levers unless said levers are literally on your front doorstep, so the "drive it away!" message is the primary effect. In fact, I've never seen Gremlins get far enough to do anything, either... maybe they should gain NATURAL_SKILL:STEALTH:15 to have a higher success rate.

Either way, I'm just happy to help! :)
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 04, 2018, 09:44:27 pm
That's good to hear! I'm a big fan of the leather change  ;)

Hopefully I can get an update for you soonish, then! Please let me know how the balance is, once the update is out.

If you're slightly increasing the scope of allowed deviations from vanilla, I'd suggest doing something about underground animal tribes. I understand they are not supposed to be strong, but the poor guys are constantly getting wiped out by troglodites and crundles every time I see them. Maybe some kind of "thick bone" armor would help, since there are a lot of stuff in the caves that might have those kind of bones. Or simply give them better poisons and better innate skills.
...
I can definitely see raccoons being raccoons and pulling levers just because. Not sure about the snakes, although I like the idea of "A (snake)! Drive it away!" messages.

Almost the entire modest mod is being merged back in, with the exception of the modules and a few small changes. A simple fix for underground populations is in there: population is just double for the tribes. I'm considering fleshing out animal people more in the future, but that will do for now. Thank you for the request and for the mischievous feedback!

GOBBLE_VERMIN_CLASS:MAMMAL only targets vermin; it never results in "large" creatures engaging each other more than they usually would, which is disappointingly rare in my opinion. If you were super paranoid, you could replace CLASS:MAMMAL with CLASS:EDIBLE_VERMIN_MAMMAL or something.

On the MISCHIEVOUS snake thing, in my experience the little bastards never get far enough into your fort to pull any levers unless said levers are literally on your front doorstep, so the "drive it away!" message is the primary effect. In fact, I've never seen Gremlins get far enough to do anything, either... maybe they should gain NATURAL_SKILL:STEALTH:15 to have a higher success rate.

Either way, I'm just happy to help! :)

Thanks for the information! I'm really liking all of your mods that I've found, including the new driftwood mod, your bugmen mod, and your old bonfire mod. Adding the bonfire mod is on the todo list for the version after this one. Keep up the great work modding!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Warlord255 on April 06, 2018, 12:01:27 pm
Thanks! Sadly, the driftwood mod seems to be having some problems - chief among them, BEACH _FREQUENCY isn't working.

On the Bonfire front, however, you may find it's been updated... :D
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 06, 2018, 01:38:14 pm
After I release v1.6, one of the things on my todo list is looking at DF Accellerated/simplification, to see if there's value in reducing the amount of creatures, gems, stone, and more in the game. I'm also interested in possibly merging almost identical creatures into one, but with different castes (like shortfin and longfin mako sharks). I'll have to see. I think there's potential for that to need a review when the myths and magic release is out, but that looks like its years away.

I'm not sure about this though, which is why I'm giving a heads up. If you like, dislike, or have input on this, you have some time to let me know.

Thanks! Sadly, the driftwood mod seems to be having some problems - chief among them, BEACH _FREQUENCY isn't working.

On the Bonfire front, however, you may find it's been updated... :D

Thank you kindly for the update! The new changes look great! I have a fair amount on my todo list before I can get to Bonfire, but I'm looking forward to looking into it.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: ThoMeuhGal on April 06, 2018, 02:33:32 pm
Well, I personnally used Masterwork with many additions disabled to benefit from the accelerated features for years (I think?). So of course I would be happy. I'm still twitching when I prepare my embark and open the meat or wood pages...  :P I feel your vision for Revised is exactly what I am looking for in a DF mod.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: CarpBiter2000 on April 06, 2018, 09:00:09 pm
If you like, dislike, or have input on (DF Accellerated/simplification), you have some time to let me know.
I've used Modest Mod before Revised, but I never noticed a huge performance boost from Accelerated submodule, and I like my *giant bat leather pants*. I like them a lot. Would it be too much of a hassle to maintain the simplification as "extra", like the wooly dwarves are right now?
interested in possibly merging almost identical creatures into one, but with different castes
Would it have any impact on taming and breeding?
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 06, 2018, 09:32:28 pm
Well, I personnally used Masterwork with many additions disabled to benefit from the accelerated features for years (I think?). So of course I would be happy. I'm still twitching when I prepare my embark and open the meat or wood pages...  :P I feel your vision for Revised is exactly what I am looking for in a DF mod.

Thanks for the show of support, and for letting me know your preference! There's definitely a lot of wood in DF. I admit it does trigger my perfectionism to have a dwarf with a pine bed and an oak table. Micromanaging what wood is used in furniture creation and where that furniture goes based on wood type has never exactly been something I'm w illing to do, so I just end up feeling annoyed looking around everyone's rooms.

I've used Modest Mod before Revised, but I never noticed a huge performance boost from Accelerated submodule, and I like my *giant bat leather pants*. I like them a lot. Would it be too much of a hassle to maintain the simplification as "extra", like the wooly dwarves are right now?

I'm sorry in this case, but I'm not sure you'll want to continue using Revised going forward, then! While I'm on the fence about simplifying materials, I've announced many times my intent to integrate Wanderer's simplified and tiered leather, which will do away with giant bat leather pants. There's several tiers of leather with varying strengths: while leather armor is a little silly as far as realism goes (especially stuff like the "tough leather" tier and higher), this provides some badly needed (in my opinion) differences between creatures. Dwarf Fortress provides no real reward for capturing fantastic and difficult creatures: pig leather is as good as anything, and pigs don't even need grass. Providing leather tiers is (to me) a fantastic gameplay addition, and it has the side effect of simplifying leather. There'd be "dragonscale leather pants", "leather pants", "chitin pants", "tough leather pants", etc. Mermaids will have dragonscale, so mermaid farming is back! (Well, theoretically. They're still intelligent. And they'll breathe on land in the next version, so you can't even air drown them. So it's a bad example). I'm already pretty sold on tiered leather, so apologies.

I'm not willing to maintain it as an extra. I'm sorry. I'm already spending almost all of my free time modding Revised lately, and maintaining a second set of files more than doubles the amount of work I have to do. Woolly limbed dwarves is just a difference of a few lines, and is comparatively easy to maintain. Plus, the more extras I provide, the more work I have to do. Any future extra that edits creature_standard needs two versions: one for woolly limbed dwarves, one without. This just gets worse, the more extras I provide.

I spent years maintaing ludicrous amounts of tilesets. For a year or two, I manually updated 64 tilesets for every release of my tileset pack, simply because I was too generous with options. I've finally brought my tileset pack down to a manageable amount of work, I really don't want to do it all over again for the next few years with Revised.

Sorry! Not intending to be rude, just honest. Old versions will continue to be available on the repository, though, you'll just need to update them for new versions yourself. Thank you for being interested, and for posting your preference!

What do you think about fewer gems? A few less stone types?

Would it have any impact on taming and breeding?

Well, taming shouldn't be affected. Breeding would be affected. Almost identical species would be able to form breeding pairs. If you had a giant red squirrel male and a giant gray squirrel female, they could breed and have a child of a random type. The downside, of course, is that if both parents were red squirrels, there'd be a chance that the offspring would be a "gray squirrel". That being said, there aren't all that many creatures that I'd merge this way, so it wouldn't be that common. I consider it a nice compromise between removing species and keeping them in. DF doesn't really need four base species of squirrel (not counting the giant and animal person variations),

In this case, both the gray and red squirrel would be called "squirrel". Their descriptions would indicate the difference. All tags that were previously unique to gray squirrels would be faithfully moved to their castes, and the same with red squirrels. Nothing is really lost, per say. Really, it's just an elaborate way to continue simplifying names: masked lovebirds and peach-faced lovebirds become just "lovebirds". Gray squirrels and red squirrels become just "squirrels". (Although it's worth noting that foxsquirrels and flying squirrels would still be separate creatures).

It's just a thought. It was done in Essential DF, and I like the idea. It might not happen. It makes sense for a few creatures, but not for others. I'm not likely to merge goats and mountain goats, for example.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: CarpBiter2000 on April 06, 2018, 09:58:09 pm
I'm already pretty sold on tiered leather, so apologies.
Don't worry about it. It's a sensible change from a gameplay perspective, and I can always mod leather back myself.
It's going to be an epic battle, though: me wanting to make batdwarves vs me being a lazy ass.
What do you think about fewer gems?
Kind of nice, because encrusting could be a pain. I mean, it'd still be a pain to make a dwarf encrust what you want instead of a random piece of furniture, it'll just be slightly less of a pain, because it will indirectly lead to less job cancellations.
A few less stone types?
The main thing to consider with a non-economic stone as it stands right now is its color and maybe - if you're really min-maxing - it's value. So until Toady goes through with the geology rework, I don't see any harm in cutting down the stone types.
If you had a giant red squirrel male and a giant gray squirrel female, they could breed and have a child of a random type. The downside, of course, is that if both parents were red squirrels, there'd be a chance that the offspring would be a "gray squirrel".
Interesting. It would make sense, I think: you trade some edge-case variety for gameplay convenience.

By the way, I don't remember, but do giant ticks breed in revised? It's initially was one of the reasons I went for modest mod: I had a fortress, and the only wildlife around consisted of giant ticks. So, of course, I ended up throwing them around at everything, but they couldn't breed properly, which limited my ammo. I just have been thinking about picking up Warlord's bugmen and giving the insectopults another shot. It would be even better to shot giant ticks into tickmen.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 06, 2018, 10:15:14 pm
Don't worry about it. It's a sensible change from a gameplay perspective, and I can always mod leather back myself.
It's going to be an epic battle, though: me wanting to make batdwarves vs me being a lazy ass.

Well, I should warn you: the leather changes are invasive, and not trivial to change back.

Quote
By the way, I don't remember, but do giant ticks breed in revised? It's initially was one of the reasons I went for modest mod: I had a fortress, and the only wildlife around consisted of giant ticks. So, of course, I ended up throwing them around at everything, but they couldn't breed properly, which limited my ammo. I just have been thinking about picking up Warlord's bugmen and giving the insectopults another shot. It would be even better to shot giant ticks into tickmen.

Giant ticks breed in Revised, even in the current version. They have the CHILD tag added. The modest mod added eggs for insects, though, and Revised doesn't. This was one of a few (in my opinion) problematic changes in modest. They often laid far too many eggs, and egg laying is an FPS drain, even if it's not much of one. The game has to keep track of those eggs. The only real point to eggs in DF is for eating, so that was one of the first things I removed. It doesn't even appear in my cleaned up Modest Mod variant.

I'm considering Warlord's bugmen mod, actually. Not this version. Possibly not the next, but it's somewhere on my todo list. I haven't really looked at it yet. I want to maintain good gameplay balance, however, and I also don't want to give bugmen lots of cool perks but leave all the other animal people with nothing, so I'm not sure I'll integrate much.

That being said, I really like the animal people in DF, and I want to improve them where I can.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Warlord255 on April 07, 2018, 12:02:40 am
FWIW, Taffer, I've been thinking of taking a crack at other animalmen, so I may be able to save you some work. I wanted to add Crab Men to the Better Bugmen mod, but as far as I can tell spawning civs in ocean biomes doesn't make beach towns like it ought to.

The biggest issue is that there's only a few non-magical avenues to spice up animalmen; venoms, interactions, and NATURAL_SKILL, plus things like AMPHIBIOUS. I'm ambivalent about [FLIER] because it's so absurdly broken, and I can't find any way to cleanly implement temporary flight without a lot of work involving transformations, and multiplying that work across tons of birdmen is likely to be a right pain. It also appears to be impossible to make herbivores, except perhaps with a meat nausea syndrome affecting CREATURE_CLASS:HERBIVORE.  It may be more valuable to excise the coolest animalmen and promote them to civ status, possibly even making lots of non-hostile/non-trading types that you can provoke through raiding if you want.

 If I do a second pack, it'll probably be reptiles - there's a lot to work with there. Alligator/Anaconda men with NATURAL_SKILL:WRESTLING, Snake Man venoms, Chameleon stealth, Axlotl/frog regeneration... we'll see where that goes.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: bloop_bleep on April 07, 2018, 01:15:28 am
FWIW, Taffer, I've been thinking of taking a crack at other animalmen, so I may be able to save you some work. I wanted to add Crab Men to the Better Bugmen mod, but as far as I can tell spawning civs in ocean biomes doesn't make beach towns like it ought to.

The biggest issue is that there's only a few non-magical avenues to spice up animalmen; venoms, interactions, and NATURAL_SKILL, plus things like AMPHIBIOUS. I'm ambivalent about [FLIER] because it's so absurdly broken, and I can't find any way to cleanly implement temporary flight without a lot of work involving transformations, and multiplying that work across tons of birdmen is likely to be a right pain. It also appears to be impossible to make herbivores, except perhaps with a meat nausea syndrome affecting CREATURE_CLASS:HERBIVORE.  It may be more valuable to excise the coolest animalmen and promote them to civ status, possibly even making lots of non-hostile/non-trading types that you can provoke through raiding if you want.

 If I do a second pack, it'll probably be reptiles - there's a lot to work with there. Alligator/Anaconda men with NATURAL_SKILL:WRESTLING, Snake Man venoms, Chameleon stealth, Axlotl/frog regeneration... we'll see where that goes.
I'd absolutely love an animal people special abilities pack -- something interesting for every animal person race. :D
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Lenny Zicree on April 08, 2018, 04:33:20 am
Hey person behind this awesome pack, please don't do possibly irreparable harm to your pack by transforming the leathers manually. as you pointed out, the changes would be invasive and it would be a nightmare to maintain by hand.

so please ponder and post a before/after example and let someone else come up with a text-processing script that can make a simplified version from a 'hinted' full version. you've done some great work, don't ruin it!

with a little extra markup to what you have, you may only need a short make/awk script to prune and transform this gem!   ... see if you can write up/pull-out simple examples for all the before/after places and post it here so people can see what kind of magic you need for this!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 08, 2018, 03:39:54 pm
The next version is really shaping up. It fixes some bugs currently present in Revised, pulls in almost all of the Modest Mod's fixes, and includes many contributions from Warlord. I'll be reviewing Wanderer for combat improvements that I missed, and punting simplified and tiered leather to another release.

Underrated minor fix: no more blue vomit when you're using some color schemes.

Hey person behind this awesome pack, please don't do possibly irreparable harm to your pack by transforming the leathers manually. as you pointed out, the changes would be invasive and it would be a nightmare to maintain by hand.

so please ponder and post a before/after example and let someone else come up with a text-processing script that can make a simplified version from a 'hinted' full version. you've done some great work, don't ruin it!

with a little extra markup to what you have, you may only need a short make/awk script to prune and transform this gem!   ... see if you can write up/pull-out simple examples for all the before/after places and post it here so people can see what kind of magic you need for this!

So I confess that ultimately, I'll still go ahead with tiered leather, and I won't offer an extra. Tiered leather is fun to me, and this has been a lot of work for a project that isn't fun. Please let me know if you do still play with Revised after I integrate it.

I'll make a separate release and, therefore, a separate tag in the repository for tiered and simplified leather. The only changes in that release will be the big leather switch, and then you'll be able to see every difference easily. I sometimes delete old tags to clean them up, but I won't delete those two. I'lll try to do the same with other big changes. It's not much, but hopefully that's preferable!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Nahere on April 08, 2018, 03:58:30 pm
Is there any particular reason tiered leather requires simplified leather? RotMK uses various material templates to have tiered leather without reducing variety.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 08, 2018, 10:19:08 pm
Is there any particular reason tiered leather requires simplified leather? RotMK uses various material templates to have tiered leather without reducing variety.

Partly because I like simplified leather, and partly because "giant bat leather pants" is already a mouthful. "Giant bat tough leather pants" is worse. I'm exhausted and a little burned out at the moment, so I might try to get a bugfixing release out in the next week and just work on descriptions or something less controversial for a bit.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: CarpBiter2000 on April 09, 2018, 12:51:09 am
Well, I should warn you: the leather changes are invasive, and not trivial to change back.
Knowing myself, I'll probably end up renaming one of the tiers into "giant bat" and calling it a day.
Partly because I like simplified leather, and partly because "giant bat leather pants" is already a mouthful. "Giant bat tough leather pants" is worse. I'm exhausted and a little burned out at the moment, so I might try to get a bugfixing release out in the next week and just work on descriptions or something less controversial for a bit.
Here, let me lend you a hand.

Right now, you, as a player, always want to make a layer of leather armor to wear underneath the metal as to protect from blunt impacts. The source of the leather doesn't matter: pig and cat leather are as good as dragonhide and batsuits, even if they're not as stylish.
What tiered simplified leather you get:
1. Actual difference between various kinds of leather
2. Clean manager screen
3. Clean stocks screen
4. Clean trade screen

Overall, it makes things much easier to manage by avoiding unnecessary name bloating, which fits nicely into "revised" design philosophy.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Ryga_ on April 10, 2018, 10:06:56 pm
Heyo, been updating my personal mod from 43.xx to the latest release and swapping over to this from Modest Mod as a base. I already submitted one merge request after finding a missing tag and spelling error so far, but just wanted to post here in case I'm not submitting them correctly or something since I'm not used to using git. I'll submit more merges if I catch any other minor errors. Really love all the new creature descriptions. I'm reworking my Prefstring additions to fit your descriptions better atm, and will post them when I'm finished if you're interested. I'm only about a third of the way through doing research on each creature though :P

Thanks for your work and everything!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 11, 2018, 01:35:10 pm
Heyo, been updating my personal mod from 43.xx to the latest release and swapping over to this from Modest Mod as a base. I already submitted one merge request after finding a missing tag and spelling error so far, but just wanted to post here in case I'm not submitting them correctly or something since I'm not used to using git. I'll submit more merges if I catch any other minor errors. Really love all the new creature descriptions. I'm reworking my Prefstring additions to fit your descriptions better atm, and will post them when I'm finished if you're interested. I'm only about a third of the way through doing research on each creature though :P

Thanks for your work and everything!

Thank you for the contributions! I merged them all except for the giant mantis change: I left a comment explaining why. The repository is in a bit of an unfinished state at the moment, as its between releases. You can use the tag system to see the repository for the current release, if you prefer.

I'm interested in more prefstrings, yes! Let me know when you're done!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Lenny Zicree on April 11, 2018, 03:58:09 pm
Please let me know if you do still play with Revised after I integrate it.

Taffer thanks for the question. I've been playing df for 10 years, transferring small amounts totaling in the low three digits for 7. In this time i've humored the brothers disregard for quality, naively assuming that they would realize the stresses created by the various stung together sims and pay as much attention to my concerns about playability as i did to their creation.

That's never happened. And while -- yes, i have a now 5 yr fort started with your pack -- diff'd against the raws and merged with my own tweaks; today i bought rimworld and stopped the monthly transfers.

Maybe one day df will export the memory layouts automatically, recognizing that he's wasting hours upon hours of people most invested in his work with every release. Maybe he will make the cursors stable and stop punishing players at every turn. But i don't think so.  They want to do a magic system. I don't care about that. I never cared about mine-carts, I don't care about the punishment that is attempting to switch back and forth between fort and adventure mode.

And i don't care about what you choose to do with the leathers. You add a lot of extra value and of course I would play/use it. I've played all the big packs including nano-fort or whatever it was called. You guys are heroes for working completely unsupported by the people that can't seem to pick up dropped food without 3rd party help.

So, hmm. I realized today that i can no longer enjoy df. Its all a bunch of workarounds and compromises for me now. Years ago, still in my 50s then, I thought they'd get around to playing their own game, and being smart enough to notice, would naturally make it easy to play, be pro-active in supporting their 3rd party, all the good stuff that non-alcoholic dwarves proud of their craftsmanship would do.

Its clear that I was wrong and i'm going to do rimworld in between projects rather than df just because the stress induced there feels positive rather than negative to me.

ymmv.

it didn't help that i could not make soap from tallow in your mod until i cheated i a bar. or that an iron cage would trigger rejection by the elf traders. but hey, what's another sharp inhale after all this frustration i've already been through on this year's encounter with df.

all the best to you. enjoyed your work (and that of all the 3rd party!)
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 11, 2018, 05:47:48 pm
it didn't help that i could not make soap from tallow in your mod until i cheated i a bar.

Sorry about that! That should be fixed already in the current version of Revised, as I already removed Microreduce (the culprit). Thank you for the bug report and for the thanks!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Encrtia on April 13, 2018, 06:30:10 am
I know it's stated in the first post as follows:

Install into a v0.44.09 installation. If you have a saved world, delete it.

But just to be crystal clear, if I have a world that hasn't been modded at all, can I install it & run the world without restarting?
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 13, 2018, 07:47:40 am
I know it's stated in the first post as follows:

...

But just to be crystal clear, if I have a world that hasn't been modded at all, can I install it & run the world without restarting?

If you have a saved world, delete it. Even a vanilla one.

That being said, I expect to have a new release out this weekend sometime, so you might want to hold off a little.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Encrtia on April 13, 2018, 07:51:40 am
That's a shame. Thanks for the heads-up!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Llamageddon on April 15, 2018, 12:46:06 pm
So I assume (probably bleeding obvious) if I want to use your soon to be updated Revised then I am best to wait till that release as it will totally mess things up if I install it later and use it on an already generated world? I really like this mod because it doesn't dramatically change the vanilla DF experience, just makes it better.

I never actually play DF as I am always waiting for Toady's next release or an update to something like this. ;)

On a vaguely related note, do you think you are on track to get a new release out in the next day or so? Sounds like you have some great stuff lined up. Sorry to nag, it just shows how much your work is valued. :)
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 15, 2018, 02:44:56 pm
That's a shame. Thanks for the heads-up!

So I assume (probably bleeding obvious) if I want to use your soon to be updated Revised then I am best to wait till that release as it will totally mess things up if I install it later and use it on an already generated world? I really like this mod because it doesn't dramatically change the vanilla DF experience, just makes it better.

I never actually play DF as I am always waiting for Toady's next release or an update to something like this. ;)

On a vaguely related note, do you think you are on track to get a new release out in the next day or so? Sounds like you have some great stuff lined up. Sorry to nag, it just shows how much your work is valued. :)

Apologies: my update won't be out this weekend after all, and yes, it will require a new world.

That being said, why not try Adventure mode for a bit? Generate a small world and explore a bit. You can get plenty done in a few days, and probably won't feel as bad deleting it.

In a few months Toady will settle into the long work for the next update, and I'll likely have finished my todo list for Revised by then: there'll be plenty of time to play without interruption then.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Llamageddon on April 15, 2018, 03:14:13 pm
Thanks for the reply. I reckon I can survive, good advice on adventure mode. Follow up question, if Meph hasn't released his updated launcher with tweaks, will just copying your update into the objects folder just break things? I am so impatient. :P

Edit: Just realised this is a stupid question to ask you as despite new breakthroughs in quantumn entanglement you are still not Meph so wouldn't know the answer to this question.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 19, 2018, 09:07:40 am
The next update won't be out for at least a few days due to some computer issues. This weekend or next is likely, though. I haven't abandoned Revised, I just can't work on it at the moment.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: ThoMeuhGal on April 19, 2018, 10:42:13 am
No problem, take your time :) Thank you for letting us know
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Llamageddon on April 19, 2018, 12:32:57 pm
Yeah, thanks for the progress report and for your time.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: RedDwarfStepper on April 24, 2018, 03:06:09 pm
Thank you for keeping up the good work!

I used 1.3.1 of Revised and was about to automatically merge 1.5.1 with the raws of Phoebus tileset.
And there is exactly one tiny error in line 3298 of creature_temperate_new.txt, a misplaced "]" tag at the start of the line, and another "]" at the end of the line.
(https://gitlab.com/spiral-king/df-revised/blob/master/raw/objects/creature_temperate_new.txt#L3298)
Since I don't have a gitlab account I hope it is okay to report it here.

Cheers!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 24, 2018, 09:20:30 pm
Thank you for keeping up the good work!

I used 1.3.1 of Revised and was about to automatically merge 1.5.1 with the raws of Phoebus tileset.
And there is exactly one tiny error in line 3298 of creature_temperate_new.txt, a misplaced "]" tag at the start of the line, and another "]" at the end of the line.
(https://gitlab.com/spiral-king/df-revised/blob/master/raw/objects/creature_temperate_new.txt#L3298)
Since I don't have a gitlab account I hope it is okay to report it here.

Cheers!

Fixed. Thank you kindly for the report. No worries, here works as well as GitLab.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Aelforth on April 25, 2018, 02:46:21 am
Hey Taffer, I love the work that you've done here. I'm working on a sort of personal modded project, a for-fun overhaul I've always wanted to do but put off time and again. It's public on github though, and if it ends up the way I want may even get a formal release so I'd like to ask your permission to include your Revised edits with it. There's not much to it yet, but a link is here: https://github.com/Aelforth/Keepsake_DF/wiki

None of that is finalized, but should convey the gist of it. Thanks again for the work, it's been fun playing in fort mode with it installed.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on April 25, 2018, 11:29:06 am
Hey Taffer, I love the work that you've done here. I'm working on a sort of personal modded project, a for-fun overhaul I've always wanted to do but put off time and again. It's public on github though, and if it ends up the way I want may even get a formal release so I'd like to ask your permission to include your Revised edits with it. There's not much to it yet, but a link is here: https://github.com/Aelforth/Keepsake_DF/wiki

None of that is finalized, but should convey the gist of it. Thanks again for the work, it's been fun playing in fort mode with it installed.

Go ahead, thanks for asking! I hope you'll keep merging in my new versions. If you find any problems or have any edits that fit in with Revised, let me know!
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: scamtank on May 01, 2018, 03:45:34 pm
Well, this is a goal I can get behind. I've been doing something similar for a good while myself. I wanna help!

I cobbled myself a gitlab account and I've already put up fixes to a few silly bugs I ran into, so you'll know that's me.
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: jecowa on May 02, 2018, 09:00:43 pm
Does Revised allow the crafting of all the things that could be crafted when using the DF Wanderer mod in Adventure Moe?
Title: Re: Revised v1.5.1 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on May 03, 2018, 01:10:52 pm
More pointless rambling, but presumably rambling is better than silence.

I'm back to working on Revised. I'm going to polish up the next release and include some bug fixes, but I'm wary for the moment of the larger mods and changes I've been eyeing. I'll take my time to grok things like Wanderer's tiered leather and the Bonfire/Blacklung mod, so I can avoid introducing bugs like I did with Microreduce. I'll get this release out, polish Revised up with the little fixes on my todo list, and then take my time reviewing the larger mods I'm eyeing. I'm also kind of waiting to see what interface improvements Toady introduces before proceeding with tiered leather or other possible simplifications. This probably all seems like I'm contradicting myself (as I just finished integrating lots of the modest mod again), but those little fixes were all straightforward to understand. It's the larger changes I'm wary of.

I'll also be doing another editing round on the descriptions . As Meph found, my descriptions are short on useful gameplay information and long on flavour but to be honest I like it that way. I'm all about flavour.

My intention is to get my entire todo list done for Revised and get it into a stable state. I have a long term secret project for Revised that I want to start working on, and the big myths and magic wait is a good time to do it.

Well, this is a goal I can get behind. I've been doing something similar for a good while myself. I wanna help!

I cobbled myself a gitlab account and I've already put up fixes to a few silly bugs I ran into, so you'll know that's me.

Thank you for the contributions! I'll merge them in tonight and comment them. It's really appreciated.

Does Revised allow the crafting of all the things that could be crafted when using the DF Wanderer mod in Adventure Moe?

No, for the reasons I mentioned above. I try to mention every change and feature in the opening post. A file full of new reactions is exactly the kind of thing I'm wary of including without thoroughly reviewing it, and I admit to just not being terribly interested in the new reactions.
Title: Re: Revised v1.6.0 for v0.44.09. All creature descriptions rewritten!
Post by: Taffer on May 03, 2018, 11:35:43 pm
Released version v1.6.0. Thank you to everyone that contributed! The focus of this release was mostly bringing most of the little Modest Mod fixes back in, adding in Warlord255's fixes, along with editing descriptions here and there and fixing every bug in Revised that everyone can find. This release will require a new game and fresh, vanilla raws to install over. I highly recommend modders use a diff tool to see the exact changes I made between releases, as there's quite a few of them. As always, the features are all (or almost all) in the opening post.

Coming up next are small features, combat rebalancing courtesy of Deon, Sven, Grimlocke, and DoomOnion, and another round or two of description editing. I don't want to get too caught up on editing descriptions again, so I'll try not to take too long. After, looking at some larger mods like Wanderer's tiered leather and Bonfire/Blacklung can start. I decided to delay that work to give myself time to review it properly, as explained above. There's still some parts of the Modest Mod that I want to review (magma safe/non magma safe masonry reactions, egg clutch rebalancing, for example), and everything else I've mentioned are on various todo lists.
Title: Re: Revised v1.6.1 for v0.44.10. All creature descriptions rewritten!
Post by: Thuellai on May 09, 2018, 07:15:16 am
Incredibly tiny bug:  Elf spear-throwers list their ammo as THROWING_SPEAR, but the throwing spears are listed as CLASS:THROWING_SPEARS, so they can't actually fire the spears.  Super easy fix, obviously.
Title: Re: Revised v1.6.2 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 09, 2018, 09:22:42 pm
Incredibly tiny bug:  Elf spear-throwers list their ammo as THROWING_SPEAR, but the throwing spears are listed as CLASS:THROWING_SPEARS, so they can't actually fire the spears.  Super easy fix, obviously.

Thanks for the bug report! That bug was newly introduced. I've released v1.6.2 to fix it.

Honestly, I'll probably get rid of the spear throwers. I liked when they wielded "atlatls", but that seemed like an unnecessarily foreign term. I simplified it to the more familiar "spear thrower", but now I admit to wincing a little when I think about it. At least "atlatl" sounded exotic.

The problem with their bows is that their wooden arrows are terrible. Perhaps crossbows are a better idea, and leave bows to the goblins. Or have special "elf only" arrows. If anybody has an idea here, let me know.
Title: Re: Revised v1.6.2 for v0.44.10. All creature descriptions rewritten!
Post by: CarpBiter2000 on May 10, 2018, 02:15:32 am
have special "elf only" arrows
They already have their hardened wood, might as well use it for projectiles too.
If anybody has an idea here, let me know.
Is it possible to make the elves use poison? Poisoned arrows, or poisoned blowdart thingies would fit well with the overall theme, I think.

And you can also make them throw bees. BEES!
http://wiki.totalwar.com/w/Hornet_Throwers_(M2TW-K-AC_unit)
I don't think it's possible. Or practial. But it would be awesome, because bees.
Spoiler (click to show/hide)
Title: Re: Revised v1.6.2 for v0.44.10. All creature descriptions rewritten!
Post by: Meph on May 10, 2018, 08:47:43 am
You can give them unique bows with a higher force, or arrows that have a smaller contact area. That still means that bow-skill and relatively normal arrows would be used; without alienating the players.

Another alternative would be to give them harder wood. MasterworkDF has ironbark trees for example; you can take a guess at what material that is equivalent to. ;)
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 10, 2018, 10:18:56 am
Released v1.7.0. This will require a brand new DF installation again. The only thing that's changed is I deleted a duplicate reaction file, and I took the opportunity to rename my final not-in-vanilla file. I'm sorry, everyone! I'll try to be less careless. On the plus side, every new file has revised in the name, and things will stay that way. I forgot to review the error log before release, and I usually do.

I've -finally- been looking into dfhack, and I'm hoping that raw-lint will help clean up the files further. It doesn't seem to work in Fedora (it can't find my raw files, even with selinux disabled), but I'll try again in Windows. I have no reason to depend on dfhack yet, but I'm opening the door for requests and suggestions that need it.

They already have their hardened wood, might as well use it for projectiles too.
...
Is it possible to make the elves use poison? Poisoned arrows, or poisoned blowdart thingies would fit well with the overall theme, I think.
...
And you can also make them throw bees. BEES!

I like the poison idea, but there are problems with poison reactions from what I understand. I think Adventurecraft has working poison reactions? I'm not sure. I already have permission to go through Adventurecraft for interesting changes to include, but I'm not sure I want the complexity of poison reactions. I'll think about it. I'd rather give them hardened arrows like you suggested, and then wait to see if people think that fixed it.

No to both darts and bees, sorry! Seems like a controversial change. I already went too far by giving them atlatls. I want to limit controversial changes, as that makes the controversial changes I -do- want to include more palatable

Thank you for the suggestions!

You can give them unique bows with a higher force, or arrows that have a smaller contact area. That still means that bow-skill and relatively normal arrows would be used; without alienating the players.

Another alternative would be to give them harder wood. MasterworkDF has ironbark trees for example; you can take a guess at what material that is equivalent to. ;)

I'll try "hardened" arrows with a smaller contact area. If that's not enough, I can also give them unique bows. Thank you for the suggestion! Ironwood trees might need to come in, if elves are still weak despite everything I've given them.

Oh, and I did remove the SIEGE tag from elves after all.

Thank you for all of the feedback, Meph!
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Meph on May 10, 2018, 12:13:55 pm
No worries. :)

Another option, which works without new materials or objects, is to simply give them natural skills. In my launcher (and MasterworkDF), people can pick which level of skill their enemies or allies will have:
Code: [Select]
[NATURAL_SKILL:AXE:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:SWORD:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:MACE:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:HAMMER:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:SPEAR:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:CROSSBOW:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:SHIELD:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:ARMOR:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:PIKE:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:WHIP:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:BOW:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:BLOWGUN:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:MELEE_COMBAT:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:RANGED_COMBAT:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:WRESTLING:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:BITE:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:GRASP_STRIKE:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:STANCE_STRIKE:0]YESHARDERINVADER_ELF
[NATURAL_SKILL:DODGING:0]YESHARDERINVADER_ELF

If you make them good at dodging, bow and ranged combat, they already pose a higher threat, regardless of their silly wooden items.
Title: Re: Revised v1.6.2 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on May 10, 2018, 12:23:26 pm
The problem with their bows is that their wooden arrows are terrible. Perhaps crossbows are a better idea, and leave bows to the goblins. Or have special "elf only" arrows. If anybody has an idea here, let me know.

My mod uses "elf only" arrows (alongside the atlatls, just for the variety), which seem to work fine when made of wood. The most important part is the arrows contact area - an area of '1' is a real killer no matter what the material is.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Thuellai on May 10, 2018, 06:33:06 pm
What was the duplicate reaction?  Was it something in 1.6.1 or added in 1.6.2 which I didn't grab yet?

Also, Taffer, would you be okay with me using Revised as a base for a mod I'm working on? (with credit, of course)  I really like your changes and would likely duplicate a lot of them (like the unarmed combat changes) so it'd be faster if I just started from Revised and built on top of it.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 10, 2018, 07:48:51 pm
At some point I need to gender every description: creatures shouldn't be described as "it" in the descriptive opening, but then "he" or "she" in the generated text. I started that work, but then reverted the small progress I made for now. It's a lot of work, so it'll have to wait until later. When I do work on that, I'll probably use this as an opportunity to improve my emacs-fu and automate much of the work.

My mod uses "elf only" arrows (alongside the atlatls, just for the variety), which seem to work fine when made of wood. The most important part is the arrows contact area - an area of '1' is a real killer no matter what the material is.

Oh good, that'll save me a bit of work. Thanks!

What was the duplicate reaction?  Was it something in 1.6.1 or added in 1.6.2 which I didn't grab yet?

Also, Taffer, would you be okay with me using Revised as a base for a mod I'm working on? (with credit, of course)  I really like your changes and would likely duplicate a lot of them (like the unarmed combat changes) so it'd be faster if I just started from Revised and built on top of it.

Try GitLab's compare feature (https://gitlab.com/spiral-king/df-revised/compare/v1.6.0...v1.7.0). And of course, go ahead!
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Lordsservent-san on May 14, 2018, 12:18:12 pm
Well, I wish you luck on progress with the mod and in trying to make combat somewhat more balanced, because that is going to be a doozy.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 14, 2018, 01:07:39 pm
Well, I wish you luck on progress with the mod and in trying to make combat somewhat more balanced, because that is going to be a doozy.

Being upfront, I'm deferring to Sver for combat balancing at the moment. I'm hoping for feedback after I integrate many of Sver's changes (no new items though), and will find time to test what I can. I have some ideas for simplifying armour and adding some new body parts, but that comes later. On the plus side, I've gotten a lot of feedback on combat balancing, so I'm not trusting blindly here. Its just that balance means different things to different people and fixing it all requires lots of time spent testing things. Sver's done the work testing and actually releasing something, so it doesn't make sense for me to duplicate the work unless I need to. Grimlocke's also done lots of good work, but separating out the balance from the new items isn't easy.

With work getting busy this month and family life, I don't have the energy at the moment to do much combat testing. This week and next is busy in particular, so I've been trying to edit and fix up descriptions more. That way something does get done, and I don't need to think much about it.  I'll probably also find the time to do some more small improvements.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 17, 2018, 10:06:32 pm
I reshuffled my git repositories to their final locations. I'd already changed my username, but now they're in a new dwarf-fortress group on Gitlab as a new home, and I have my projects under one namespace.

This also lets me maintain private forks of my work on Gitlab.

Description editing continues well. Not the most exciting work for people, but it still needs to get done.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 23, 2018, 10:19:19 pm
I'm about halfway done another full round of description editing. They're really shaping up in my opinion. I've also (finally) started bringing in Sver's DF Combat Reworked. Thank you kindly for your patience, everyone. Things may be progressing slowly, but they're progressing.

You can always follow progress on the repository, linked in the opening topic.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Prismaa on May 27, 2018, 01:24:02 am
Does this work with lazy newb pack? or does it screw around with something if I add it.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on May 27, 2018, 07:19:37 am
Does this work with lazy newb pack? or does it screw around with something if I add it.

I don't know. I've never used the Lazy Newb Pack.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on May 27, 2018, 07:31:08 am
Does this work with lazy newb pack? or does it screw around with something if I add it.

As far as I know, there shouldn't be any conflicts. Lazy Newb Pack is a collection of tilesets and utilities, while Revised deals with the raws instead.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Burneddi on May 31, 2018, 05:20:44 pm
Not sure if this is something that can be done, or if you want to do in the first place, but would it be possible to add more possible actions that can appear on objects? I mean stuff like "X is labouring" or "X is smeared out into a spiral". The default list is kinda limited and is dominated by rather... nasty actions. It'd be nice to have some more positive/neutral actions on there, for instance "X is gleaming" or "X appears overjoyed" and such.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on June 01, 2018, 01:18:15 pm
Not sure if this is something that can be done, or if you want to do in the first place, but would it be possible to add more possible actions that can appear on objects? I mean stuff like "X is labouring" or "X is smeared out into a spiral". The default list is kinda limited and is dominated by rather... nasty actions. It'd be nice to have some more positive/neutral actions on there, for instance "X is gleaming" or "X appears overjoyed" and such.

I'm not sure offhand, but I'll look into it when I'm not at work. Probably not possible? Thank you for the suggestion! Your post also (indirectly) reminded me that speech in Adventure mode could be improved.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on June 03, 2018, 03:50:16 pm
A small suggestion regarding the removal of amphibious mounts: maybe make them all war trainable instead? I mean, the bug fix is perfectly reasonable, but I feel like there is a chunk of fun missing from the fact that certain water-crossing creatures won't appear in sieges anymore.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on June 03, 2018, 10:41:21 pm
A small suggestion regarding the removal of amphibious mounts: maybe make them all war trainable instead? I mean, the bug fix is perfectly reasonable, but I feel like there is a chunk of fun missing from the fact that certain water-crossing creatures won't appear in sieges anymore.

I'll make it so. Thank you for the suggestion!
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: flyteofheart on June 04, 2018, 10:09:39 am
Iv had success merging this with other mods that dont alter vanilla much. Its a fantastic experiance so far. The richer descriptions make things better than i thought they would. Cant wait until the better merge with svers is done. i tried doing that myself but it came out eh.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on June 04, 2018, 11:03:58 am
Iv had success merging this with other mods that dont alter vanilla much. Its a fantastic experiance so far. The richer descriptions make things better than i thought they would. Cant wait until the better merge with svers is done. i tried doing that myself but it came out eh.

May I ask what exactly went wrong?
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on June 04, 2018, 12:08:53 pm
Iv had success merging this with other mods that dont alter vanilla much. Its a fantastic experiance so far. The richer descriptions make things better than i thought they would. Cant wait until the better merge with svers is done. i tried doing that myself but it came out eh.

As Sver said, what went wrong?

Would you kindly visit the repository and download the master edition? I haven't tested it for errors, but there shouldn't be any unless I missed something. Let me know how it works. The descriptions are all getting an overhaul, so you'll also get a few textual improvements.

Best to try on a new game, but I always say that.

It's Revised, with Sver's material and tissue fixes, plus some of Grimlocke's; stronger joints, and ribs protect more area (a pleasant change especially, given Sver's weaker organs). No changed items yet. There's still more on my todo list before release, but a bit of testing would be nice.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: flyteofheart on June 05, 2018, 12:56:39 pm
I worded my last comment poorly.

I downloaded before may 23rd when you posted you had not integrated at all and I hadnt seen an update since then on the thread. So i just unzipped svers onto your mod. It meant it overwrote some files so I just pasted what looked obvious back into it. I meant I was just waiting until the actual merge so I dont lose any features when I put them together. If you arent ever going to fully merge them so its compatible even with the new items, then I apologize for the confusion. I guess I can actually winmerge them every time.  thats what I meant by ehhh- i hate doing that for mods(but i will anyway when i love the mods) and I did it really low effort visual scan for this time...

I also put this with a mod that adds new civs and gave them some of the new items myself. That part has been fantastic as well.

As far as more help testing, I can perhaps later this week. I live in Africa right now and I can charge my laptop only rarely by paying someone when they turn the generator on in town. It lasts a long time when I do charge, but its currently dead rip. Another 2 weeks before I can buy a new solar panel.

 It actually does seem balanced though to me. Not incredibly more difficult but noticable. and it feels more fair as well to the player even if slightly harder. Usually I play highly modded games.to give myself a challenge but I can dial that back a ton with these balance changes. Its more actually challenging not just "heres an enemy 2x as fast  and 3x as big as goblins". Iv been playing with these 2 mods together for maybe 20 hours total? Mostly fort mode.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on June 05, 2018, 03:01:52 pm
I downloaded before may 23rd when you posted you had not integrated at all and I hadnt seen an update since then on the thread. So i just unzipped svers onto your mod. It meant it overwrote some files so I just pasted what looked obvious back into it. I meant I was just waiting until the actual merge so I dont lose any features when I put them together. If you arent ever going to fully merge them so its compatible even with the new items, then I apologize for the confusion. I guess I can actually winmerge them every time.  thats what I meant by ehhh- i hate doing that for mods(but i will anyway when i love the mods) and I did it really low effort visual scan for this time...

Currently, my mod incorporates all of the Revised features from the files that overlap. They are fully compatible, as long as you install my mod after Revised and simply overwrite everything.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: flyteofheart on June 06, 2018, 06:13:18 am
ok sorry. im not a mod expert. i just pasted files over, skimmed through them and pasted some more things. i dont even remember which files i put in first. and in addition another persons mods. its not anywhere obvious to me that its already finished. my first comment was very throwaway and an attempt at praise and hoping these 2 mods would be easily merged for maximum low effort
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on June 06, 2018, 06:46:54 am
ok sorry. im not a mod expert. i just pasted files over, skimmed through them and pasted some more things. i dont even remember which files i put in first. and in addition another persons mods. its not anywhere obvious to me that its already finished. my first comment was very throwaway and an attempt at praise and hoping these 2 mods would be easily merged for maximum low effort

Don't worry, your comment was fine :)
I was just genuinely curious what problem could it be.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: flyteofheart on June 07, 2018, 03:42:46 am
Okie. I got to wifi finally! I am downloading the master now. Cant wait to test, every change youve made so far im happy with. Going to adventure, which I havnt done with this mod yet at all. I consider myself fairly competent at the game so hopefully I can notice a new change. I prefer to play as animal men of random kinds these days if you have no requests. So im curious how very large and very small creatures combat is changed if at all.

I use really expensive data on my phone (with disabled images and such to save data and only load text) to browse the net when im at home so I only update stuff when I go to the city. In only 1 more week il have a solar panel I can charge my laptop off of every day at least and can play more! Dwarf Fortress and mods is a really ideal game for me.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Thundercraft on June 11, 2018, 12:20:00 am
In the off-chance somebody's paying attention, what do people think about more generic animal names? Deon's "Essential DF" did something similar. I'm not interested in standardizing materials, but simplifying some of the names would make many leather products less ridiculous sounding. There's no reason why somebody in-universe would name storks "white storks", rather than just "storks", given that there's only one kind of them.

For example:
  • red-winged blackbirds would become blackbirds
  • white storks would become storks
  • grey parrots would become parrots (or at least gray parrots)
  • brown recluse spiders become recluse spiders
  • monarch butterflies become butterflies
  • peach-faced lovebirds become lovebirds (masked lovebirds remain masked lovebirds)

Personally, I would welcome the change. I had already planned to make such raw changes, myself.

For my own play, though, I might take this a step further. That is, I'm tempted to combine some of the nearly identical animals. Does DF really need both peach-faced lovebirds and masked lovebirds? Does it really need nine different gibbons + various other small to medium primates?

...As for reduced animal names, it might be a nice lighter weight alternative to material standardization mods (for the purpose of less silly names). I would probably use it, but it will be quite a lot of different vanilla file edits so compatibility could end up being a hassle.

Granted, nearly any change to existing raws does have the potential to cause a compatibility issue with mods.
However, I don't understand how renaming a few animals would be a big deal even if it did conflict with mods. Isn't the worst that could happen would be that overwriting Revised's animal raws with a mod's animal raws would revert the simplified names back to vanilla defaults? Is that a deal-breaker?

Perhaps Taffer could make the simplified names part of a separate module, like he did for more hairy dwarves?

One way of balancing this out is splitting the mod into modules, preferably at points where it won't be too much work to keep them separate.

But that's just it: Maintaining separate, optional modules is very likely going to be more work.

This is especially true for larger, complex mods with several different optional modules. Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0) comes to mind, with 8 modules. Button had to add and update extra modules - "Everything Is Tameable for Accelerated", "Pedestals for Accelerated" and "Tooltips for Accelerated" - just to maintain module compatibility with Accelerated. Even then, some modules were not compatible with each other. And you may have noticed that Modest Mod hasn't been updated in a while...

The idea of having optional modules certainly does have its pros. And it may be the way to go. I just wanted to point out that there is a potentially significant con, too.
Title: Re: Dwarf Fortress Revised for 0.43.05
Post by: Taffer on June 15, 2018, 06:45:01 pm
Just thought I'd make another update post. Work is continuing, but mostly on the descriptions. I'm hoping to finish my body and armour edits so I can release something, but real life is really getting in the way lately and the descriptions are much more relaxing to work on than other things. I'm still working regularly, when I can. As always, you can check the repository.

Despite all of my work on them, the descriptions still need a lot of work. There's still grammatical errors here and there. I'm partway through getting size adjectives sorted out for everything (which is a bit of a mess). I need to gender every description, and I need to get rid of redundant and unnecessary sentences. I'm also slowly moving colours and patterns out of the description field and into the descriptors, where they belong. There's a lot of work left to do.

A few people have approached me to include my work in theirs, but it's worth warning that Revised is a moving target with a fair amount of changes, even if most of them don't affect gameplay. My perfectionism includes rewriting comments, for example: the next release will have many changes, but a lot of them are just me rewriting comments and editing descriptions. I'm not even sure Meph finished integrating the descriptions for the version he was including, and there's been quite a few changes since then (and many more are coming). And when the next release comes out mod-added weapons and armour won't be compatible out of the box, making integration difficult. As much as I want to claim otherwise, Revised just isn't a mod that can be easily merged into other mods. There's already quite a few changes, and that's just going to get worse (especially for tiered leather, creature removals, and material simplifications, if I do any of that).

Personally, I would welcome the change. I had already planned to make such raw changes, myself.

Welcome back, Thundercraft! I'm definitely in favour of simplifying names. I'm not sure how many more simplifications I could make in the current version, without removing creatures. I want to rename troglodytes to cavemen and cavewomen, but I haven't done so yet.

For my own play, though, I might take this a step further. That is, I'm tempted to combine some of the nearly identical animals. Does DF really need both peach-faced lovebirds and masked lovebirds? Does it really need nine different gibbons + various other small to medium primates?

I discussed this earlier in the thread. I'm hoping to combine these nearly identical animals using castes. Unfortunately this can lead to breeding weirdness, but it might be worth the cost. I'm also willing to simply remove creatures entirely at this stage. I've changed my mind since before.

Granted, nearly any change to existing raws does have the potential to cause a compatibility issue with mods.
However, I don't understand how renaming a few animals would be a big deal even if it did conflict with mods. Isn't the worst that could happen would be that overwriting Revised's animal raws with a mod's animal raws would revert the simplified names back to vanilla defaults? Is that a deal-breaker?

Perhaps Taffer could make the simplified names part of a separate module, like he did for more hairy dwarves?

...

But that's just it: Maintaining separate, optional modules is very likely going to be more work.

This is especially true for larger, complex mods with several different optional modules. Modest Mod (http://www.bay12forums.com/smf/index.php?topic=148265.0) comes to mind, with 8 modules. Button had to add and update extra modules - "Everything Is Tameable for Accelerated", "Pedestals for Accelerated" and "Tooltips for Accelerated" - just to maintain module compatibility with Accelerated. Even then, some modules were not compatible with each other. And you may have noticed that Modest Mod hasn't been updated in a while...

The idea of having optional modules certainly does have its pros. And it may be the way to go. I just wanted to point out that there is a potentially significant con, too.

Ultimately, I'm making this mod for myself. I know that's not a popular thing to say, but you're right: the Modest Mod hasn't been updated in a while, and if I'm not interested in maintaining it then I'm less likely to update it. Point in case: my tilesets. I have plans to redraw them for readability, but everyone seems to want custom drawn 20x20 versions and (if I'm honest) that's a big reason why I keep putting off that work.

I'm not interested in maintaining many different modules: they're a lot of extra work. The woolly-limbed dwarves already require extra tedium every time I edit creature_standard, and it's just going to get worse from there (and that's such a small change!). If I get more modules, I might integrate that into vanilla Revised.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Witty on June 17, 2018, 08:59:46 pm
Huge fan of the mod, glad to see work's still being done.

If you're still taking some suggestions, one of my personal favorite small modifications is adding back the human guild representative and the elven diplomat (looks like they've been added to the vanilla raws in the latest versions, oops) to their respective civ entities . The guild rep allows players to make specific caravan requests from human civs, and the diplomats will bicker about tree cutting quotas once you get some landed nobility. Not sure if these are the sort of gameplay enhancements you'd be interested in, of course.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Thundercraft on June 17, 2018, 09:13:54 pm
If you're still taking some suggestions, one of my personal favorite small modifications is adding back the human guild representative and the elven diplomat to their respective civ entities. The guild rep allows players to make specific caravan requests from human civs, and the diplomats will bicker about tree cutting quotas once you get some landed nobility.

I second the notion. :thumbsup:
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on June 18, 2018, 05:23:30 am
If you're still taking some suggestions, one of my personal favorite small modifications is adding back the human guild representative and the elven diplomat (looks like they've been added to the vanilla raws in the latest versions, oops) to their respective civ entities . The guild rep allows players to make specific caravan requests from human civs, and the diplomats will bicker about tree cutting quotas once you get some landed nobility. Not sure if these are the sort of gameplay enhancements you'd be interested in, of course.

Huh? Was the elven diplomat absent for some time? I'm fairly sure it was a vanilla feature for quite long already.

I thoroughly support the idea of human trade representative though.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Witty on June 18, 2018, 08:07:14 am
Huh? Was the elven diplomat absent for some time? I'm fairly sure it was a vanilla feature for quite long already.

Yep! Granted, it's been quite a while since I played a real, long game of fort mode - but there was an extended period of time where the elven diplomat was totally absent from the raws.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on July 06, 2018, 02:23:07 pm
Work is continuing. Apologies for everyone waiting: I'm still short on free time, but I'm also still working. Check the repository for new commits. I do most of this on a small OpenBSD writing and coding laptop with neither a browser nor Dwarf Fortress, so I tend to queue up a bunch of commits before uploading them all at once. It'll be a bit yet: I want to finish gendering every description, finish the tidying up I'm doing of my comments and the RAWs, and I want to finish adding collarbones and femurs. I might also do the armor simplification this release.

The next version will remove aquifers, among many other things. There'll always be controversial changes, but I'm kind of going to just keep doing my own thing and I'll take feedback into account. Aquifers are supposed to be impassable: I wish they were, because they just promote clumsy, hacky gameplay. The plug method feels a lot more natural than the double slit method, to be fair.

A significant shift has occurred which will affect modders: in the past I worked hard to minimize changes to the default RAWs, because I felt that it was important to be able to see everything that I did without using the comments. This is also why I was reluctant to include too many changes. However, the sheer number of changes I've accumulated are a bit overwhelming at this point. I still want to keep actual gameplay changes to a minimum where it makes sense to, but I've started cleaning up the RAW files to make them easier to work with, tidier, and more consistent. Creature's internal names never have spaces or commas in them. The sponsor messages are gone. The modding tutorial inside the dwarf raws is gone. I've started replacing locally defined attacks with global versions. You'll have to trust my comments at this point, or just accept that comparing file differences is going to be a long process.

WinMerge and similar utilities will remain helpful to compare Revised versions (although this can be done on the repository website) and to compare the extras to the normal Revised raws. On the plus side, this will make modding Revised raws more pleasant and consistent.

EDIT: I've changed my mind about aquifers. They're staying in.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on July 13, 2018, 11:24:12 am
The decrepit notebook I mod Revised on just kicked the bucket. I didn't lose much work thanks to Git, but work on Revised will have to slow down while I sort this out. I can't easily afford a new one, so maybe I can work on Revised at home more.

I'll sort something out. I'm pretty close to finally having every creature description gendered, although I just lost a few hour's work on that and some bug fixes.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Meph on July 13, 2018, 04:39:23 pm
Quote
or just accept that comparing file differences is going to be a long process.

I hope you know what you are doing. I regretted doing exactly this, every time Toady One released a major update with a lot of raw changes. Or whenever different tileset versions came into play, with the need to compare tile numbers.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on July 13, 2018, 04:50:18 pm
Quote
or just accept that comparing file differences is going to be a long process.

I hope you know what you are doing. I regretted doing exactly this, every time Toady One released a major update with a lot of raw changes. Or whenever different tileset versions came into play, with the need to compare tile numbers.

I'm happy to clarify: I'm just renaming creatures, replacing locally defined attacks with globally defined attacks, fixing whitespace, and removing unnecessary comments and (where possible) tags.

What I'm NOT doing is something like Essential DF, where creatures are shuffled to different files and the whole thing is reorganized. This really does make comparing impossible. I also don't have the scope that Masterwork does: I just don't have all that long a todo list, and some of it is removing things (maybe). I don't think it'll be difficult for people to pick up from my work for later DF versions if I ever stop updating.

So I should have clarified: comparing my raws to Toady's raws with WinMerge and such will still be quite possible, just more annoying as there'll be more to scroll through. I just did it myself a few days ago. I just think that the volume of my existing changes make attempts to minimize the diff noise less valuable than it used to be, to the point where I see more value in tidying up the files a little.

I also check every new DF release for any file changes. I don't trust the changelog or the changed files textfile, to be honest. I'm pretty scrupulous about it. I always update the date in my tileset's init.txt whenever Toady does, even though it doesn't affect anything. Every raw change Toady's made is reflected in the repository, with the exception of the addition (or was it removal?) of the last newline in several files.

Thank you kindly for posting your concerns. It'd only take me a few hours at most to undo it all, so it's never too late.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Crowbeard on July 19, 2018, 05:16:12 pm
Just want to say thanks for all the awesome work on Revised.  I've had a lot of fun playing with it, and with the modest mods before this. It's a fine cathedral.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on July 20, 2018, 05:42:29 pm
I really did lose more than I'd thought when my laptop died, and until I get a new one I can't work on this when I used to. Excuses aside, I thought I'd be more specific and post the obstacles to the next release.

• I need to finish gendering the descriptions. This is painful and time-consuming, but it won't be much longer until this is done. Every gendered creature will have an appropriately gendered generic description. Normally I'd not refer to flies and squirrels as "he" or "she", but the randomized parts of their descriptions do and the whole thing reads awkwardly if I don't fix that. This is the big ticket item that delayed the release the most, but once I started I don't feel like stopping or releasing halfway.
 • I need to fix a few bugs that I've noticed here and there. This shouldn't take too long.
• I need to compare my work to the vanilla RAWs again, because I need to sanity check myself and make sure that I haven't many mistakes. This is reasonably time consuming, but nowhere near as bad as the description gender work.
• I need to sort out the new collarbones and femurs. There's a fairly lengthy and somewhat tedious todo list to go along with this. The intention is to increase UBSTEP and LBSTEP on all armor and clothing by 1. The WIP raws already do this, as a warning, so please don't use the master branch of the repository for anything serious.• Gendering all of these descriptions, it's quite clear to me that I need another good round of editing. This is a huge time sink and is probably the least exciting to people, but at least I'll eventually be satisfied with the quality and I can finally move on.
• As part of description editing, I've standardized all creature size adjectives as best I can. It's not perfect and it's still odd in places, but I think it's the
most consistent solution. I need to create a Revised wiki so I can document what each adjective means.

This isn't the entire todo list, just for the next release. On the plus side, the most tedious items on my entire todo list are being done this release, so it should get easier from here.

Just want to say thanks for all the awesome work on Revised.  I've had a lot of fun playing with it, and with the modest mods before this. It's a fine cathedral.

You're welcome! I'm just sorry the next update is taking so long. I've done a lot of work on Revised, and it'll take time to get it all sorted out for a new release.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on July 20, 2018, 06:48:43 pm
while I'm doing all of this, now's a good time to do that Grimlocke-inspired armor simplification I've been wanting. There won't be any "armored pants". Armored chest pieces will all protect the lower body and armored boots will protect the entire leg. I might not do this, but I like the idea.

I'm not sure how (and if) the femur thing will affect this, but I would advice to keep at least one type of "armored pants". Due to a bug, body armor does not cover pants - whatever they are (even loinclothes), pants get worn over the body armor, leading to them getting occassionally shredded in battle. Also, having no pants may cause bad thoughts, and military uniforms are a pain in the ass to manage as they are. Soldiers do not replace worn out items on their own, so this will just create needless micro.
Having something like a mail skirt as the sole "armored pants" option should prevent both of the issues.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Immortal-D on July 26, 2018, 09:37:32 am
Query; Does this change invader dodging behavior?  I'm running this out of Meph's pack, and all invaders are dancing around my traps like The Matrix.  Cages work fine, but spikes (x3) & giant axe blades (x2) have yet to land a single hit.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Prismaa on July 27, 2018, 06:47:40 am
Does this work with the 44.12?
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on July 29, 2018, 09:44:47 pm
Query; Does this change invader dodging behavior?  I'm running this out of Meph's pack, and all invaders are dancing around my traps like The Matrix.  Cages work fine, but spikes (x3) & giant axe blades (x2) have yet to land a single hit.

Thanks for the report. I'll look into it!

Does this work with the 44.12?

It should, yes. There's some RAW fixes that Toady has in the new releases that aren't in the current version. I'm not in a great place to check right now, though.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Sver on July 30, 2018, 03:27:25 am
It should, yes. There's some RAW fixes that Toady has in the new releases that aren't in the current version. I'm not in a great place to check right now, though.

Nothing cruicial really. Updated credit info (e.g. commentaries) and fixes for some typos in creature names and descriptions.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: fonzacus on July 30, 2018, 01:13:08 pm
yep, literally no errors on 44.12. although i consider dwarves using bites and scratches (which this mod removes) an error of its own, thats another story.

BTW kudos, thia + svers combat mod made things more fun for me in general.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 03, 2018, 09:30:26 pm
I've pretty much finished gendering every creature description, which has been a lot of work. Plenty of fixes to the descriptions while I've been doing it as well, so it's not just pronouns. I avoided any large rewrites and editing, though, so there's still problems. They just keep getting better written over time though.

I've started testing armor coverage, and of course it's a mess (as expected). Bird people wearing shirts have armored wings, for example. I guess the tailors and armorers of Dwarf Fortress helpfully include wing and tail flaps for everything they craft, in the off chance an animal person might someday wear it. I don't mind handwaving away wing and tail holes in the name of gameplay, but I don't think shirts and armor should protect wings or tails unless specifically designed for the job.

This will take a bit of time to puzzle through. I don't think even Grimlocke's mod did anything to prevent tails and wings from being unintentionally armored. Merging arms and wings for flying animal people makes some sense, but that not only doesn't fix the issue (long sleeves would still illogically cover wings) but doesn't help tails.

As far as shirts and armored tops go, an inner "wing bone" would keep them from being armored at UBSTEP:1, but it wouldn't help UBSTEP:2.

EDIT: this bug (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1821) complicates things. After puzzling this out a little, I might be able to get away with removing LIMB from wings. I haven't tested this, but if this doesn't have many consequences that should prevent wings from becoming armored unless the creature is wearing a coat, a shirt, a cloak, a dress, or a robe. I can probably safely lower UBSTEP on some or all of those. Tails aren't protected by anything short of a buggy top either, as they aren't limbs or anything.

I might need to rethink my plans entirely here. I could go the opposite route from Grimlocke and lower UPSTEP and LBSTEP values on the upper body armor and clothing, and give up on protecting the neck and facial features. Less buggy that way.

EDIT2: From reading the wiki and forum posts, I might be able to severely abuse the LIMB tag to armor things that should be armored but aren't.

EDIT3: I'll probably add [EMBEDDED] to facial features.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Grimlocke on August 04, 2018, 01:12:36 am
I don't think even Grimlocke's mod did anything to prevent tails and wings from being unintentionally armored.

I am summoned!

And indeed I have not, I haven't really considered it a problem since animal people with armor are fairly rare and because most if not all animal people have a different size than humans and dwarves. This means they need to have custom-made armor and I imagine that if your making a tiny adorable suit of armor for your resident badger man that you might include a tail piece.

Its a bit handwavy, especially in the case of winged creatures, but custom-fitting plate armor is already not needed. The tallest, fattest dwarf will fit into the same suit of armor as the smallest, thinnest one. The easiest way of making wings mostly unarmored would just be to add a wing-collarbone (whatever that is called, birds do have an equivalent to collarbones), which leaves them only armored with mail and cloth. The combat report will still be silly, but gameplay effects mostly the same. Unless there's some way you can fool the game into losing track of what bodypart wings are attached to I can't think of any other graceful solution. Attaching wing-collarbones to the spine and capping UBSTEP at 2 would do I guess, but that would make armor unable to cover the forearm if your also using arm-collarbones.

As for the LIMB tag, doesn't adding that just let the creature use the bodypart to wrestle things? I think that armor layering part might be outdated. Armor and clothing will happily cover anything the right number of steps away from the upper/lower body that isn't internal or a GRASP, STANCE or HEAD part. It would be weird to wrestle something with your pinky finger, or your nose. Unless its an elephant. Side note: You could add grasp to trunks. At the small cost of any elephant-men wearing gloves on their trunk.

Anyhow, the gameplay effects of leaving animal people wings/tails unarmored might be something to consider, as they would be effectively useless as anything more than disposable militias. Which would be a bit of a shame given how uncommon they are.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 04, 2018, 09:21:14 am
I don't think even Grimlocke's mod did anything to prevent tails and wings from being unintentionally armored.

I am summoned!

And indeed I have not, I haven't really considered it a problem since animal people with armor are fairly rare and because most if not all animal people have a different size than humans and dwarves. This means they need to have custom-made armor and I imagine that if your making a tiny adorable suit of armor for your resident badger man that you might include a tail piece.

Its a bit handwavy, especially in the case of winged creatures, but custom-fitting plate armor is already not needed. The tallest, fattest dwarf will fit into the same suit of armor as the smallest, thinnest one. The easiest way of making wings mostly unarmored would just be to add a wing-collarbone (whatever that is called, birds do have an equivalent to collarbones), which leaves them only armored with mail and cloth. The combat report will still be silly, but gameplay effects mostly the same. Unless there's some way you can fool the game into losing track of what bodypart wings are attached to I can't think of any other graceful solution. Attaching wing-collarbones to the spine and capping UBSTEP at 2 would do I guess, but that would make armor unable to cover the forearm if your also using arm-collarbones.

As for the LIMB tag, doesn't adding that just let the creature use the bodypart to wrestle things? I think that armor layering part might be outdated. Armor and clothing will happily cover anything the right number of steps away from the upper/lower body that isn't internal or a GRASP, STANCE or HEAD part. It would be weird to wrestle something with your pinky finger, or your nose. Unless its an elephant. Side note: You could add grasp to trunks. At the small cost of any elephant-men wearing gloves on their trunk.

Anyhow, the gameplay effects of leaving animal people wings/tails unarmored might be something to consider, as they would be effectively useless as anything more than disposable militias. Which would be a bit of a shame given how uncommon they are.

Sorry for summoning you, but I really wanted your feedback because I knew you've done a lot of thinking about this. Thank you.

That's a good point about the tails. I can leave them armored. Shame I can't make upper body armor cover them. I'm still not sure about wings, because I imagine it'd be hard to fly with them armored. I could always add a two-part wing-bone.

This post (http://www.bay12forums.com/smf/index.php?topic=167846.msg7594103#msg7594103) makes me think that adding LIMB wouldn't add nose wrestling, but I'd need to test things. I obviously can't trust the wiki, as it also claimed that toes and tails can't be armored save by UBSTEP bugginess.

From the sounds of the bug report (http://www.bay12games.com/dwarves/mantisbt/view.php?id=1821), capping UPBSTEP at 3 for all upper body armor and adding two-part wing-bones and a collar-bone would prevent any body armor from covering toes at no cost. Then I can make face parts [EMBEDDED] and (maybe, probably not) "limbs" and I'll have IMO minimized armor covering weirdness. And necks would be always protected. Any clothing or armor that doesn't make much sense can just be removed, if it's not too important. Although I don't yet know the full consequences of adding EMBEDDED.

Thank you again, Grimlocke!
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 04, 2018, 03:56:50 pm
A small suggestion regarding the removal of amphibious mounts: maybe make them all war trainable instead? I mean, the bug fix is perfectly reasonable, but I feel like there is a chunk of fun missing from the fact that certain water-crossing creatures won't appear in sieges anymore.

Done.

'll try "hardened" arrows with a smaller contact area.

Done. Elves use singing arrows now, which are smaller arrows that hit a little harder and have a smaller contact area. They're much weaker than the singing arrows in Sver's mod. Hardened spears have been renamed singing spears, and carved clubs and carved war clubs have been renamed clubs and two-handed clubs, respectively. This also avoids 'metal carved clubs' or 'copper hardened spears', which can both appear as artifacts or if you start adventure mode as an elf.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 04, 2018, 04:18:32 pm
I'll take my time to grok things like Wanderer's tiered leather and the Bonfire/Blacklung mod, so I can avoid introducing bugs like I did with Microreduce.
After, looking at some larger mods like Wanderer's tiered leather and Bonfire/Blacklung can start.

What are people's thoughts on Warlord's Bonfire Mod (http://www.bay12forums.com/smf/index.php?topic=58806.0)? The "cremate remains to ash" reaction is probably being added, if it doesn't exhibit weirdness in testing. I don't know about the peat changes and the "quarry bush to charcoal" changes. If I add the new, deadly coal and smelting dusts I'd try to tone them down a little. The "bonfire workshop" seems a little silly, but might be unavoidable. It'd all make the game harder and people would probably want to build some means of flooding into your smelting area.

To be honest, my gut says that I shouldn't add it to Revised but I'm finding it too interesting to say no. Plus, this mod is a lot simpler than I expected. (That's a good thing).

While I'm on the subject, reviewing Wanderer's tiered leather isn't going to come for a while. I want to get other things on my Revised todo list done first. I'm interested in Kazoo's furrier workshop (http://www.bay12forums.com/smf/index.php?topic=153227), and the two would need reconciliation and testing. I want to take my time before making such invasive changes. The bonfire mod is easy to tear out again if I need to, but tiered leather is painful to integrate and painful to tear out again. I've already done it once, I'm not doing it again until I'm sure.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Grimlocke on August 04, 2018, 07:55:47 pm
That's a good point about the tails. I can leave them armored. Shame I can't make upper body armor cover them.

You should be able to do that with any body armor that has LBSTEP 1. It should cover tails the same way it covers the thighs. I've been going through my own mod to get it up to date, add proper inline comments and make some minor adjustments, one of which was adding hipbones. Mainly for consistency and to make bludgeoning something in the lower body have a chance of flooring them, but it would also let normally LBSTEP 0 body armor cover tails I suppose.

I've also made a compatibility patch for this here lovely mod, which was still easier to do than I though. I'll proly put it out somewhere next week once I've had a chance to give it a test run.

On additions like Bonfire and the leather/fur adjustments: I've actually made a fur mod at some point. It was rather... invasive in terms of number of raw edits though, you basically need to manually apply it to each creature where its fitting since no criteria in the body detail plans and such let you do that. Hijacking the tissue layers detail plan entry will add fur to weird things like rats.

There was also the issue of 'fur leather armor' cropping up, which annoyed me enough to eventually discontinue the fur mod.

I'd say the leather system overall is fair game for being 'revised' though. Its really kinda weird and full of worm leather in its current state. Making a simplified leather kind of thing would make adding fur fairly trivial if done right though. If you decide to do these at any point, it'd probably be best to plan for both from the start. Using creature variations for various 'classes' of animals such as 'large furred game' or 'medium sized hairless' and whatnot would probably be the least maintenance intensive.

The Bonfire mod is cool but also kind of falls outside the category of 'somewhat broken vanilla stuff that we're unbreaking', its more of an expansion/addition to the game. It looks like a fun mod though and I can't really tell you what you should and should not include :)
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 04, 2018, 09:04:49 pm
Thank you for your thoughts!

I've been going through my own mod to get it up to date, add proper inline comments and make some minor adjustments, one of which was adding hipbones. Mainly for consistency and to make bludgeoning something in the lower body have a chance of flooring them, but it would also let normally LBSTEP 0 body armor cover tails I suppose.

I'll be happy to see an update! I should probably rename my in-progress femurs to hipbones. I'm looking forward to seeing it, especially as your hipbones are likely much better than mine.

I've also made a compatibility patch for this here lovely mod, which was still easier to do than I though. I'll proly put it out somewhere next week once I've had a chance to give it a test run.

I'm sorry. I genuinely feel bad. At least v1.7.0 will still be available for download from the repository, and will (probably) continue to work for this release cycle. I understand if you don't want to update your patch, though. (https://gitlab.com/dwarf-fortress/revised/compare/v1.7.0...master) (The GitLab compare UI is broken, but putting it in the URL directly works).

Code: [Select]
revised $ git diff --stat v1.7.0...master
...
49 files changed, 4177 insertions(+), 3672 deletions(-)

The WIP master is also still in a bit of a broken state at the moment. At least many of these changes are inconsequential: deleting sponsor remarks, renaming creature IDs, rewriting my own comments, cleaning up a bit of whitespace, etc.

Maybe I should rethink my stance on "cleaning up the RAWs a little", which would help a bit.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Grimlocke on August 11, 2018, 06:38:55 pm
Hehe no worries, I gave your master branch version a run and found it still spews a few errors (some of the giant creatures borked), so I'll leave that for when you have things tidied up. Making the patch wasn't a huge amount of work since I'm not editing the creature files (beside adding profession names) or tissues. There's all of 6 overlapping files, the body_default one I already had a patch for and the rest was easy enough to figure out with doing a diff on both versions.

Also yeah, femurs are thigh bones and have no business being in a lower body unless your quadruped or a kangaroo :)

Which is something I've vaguely considered, making quadruped bodies more detailed, but I've so far not seen much of a cause to since they don't really wear armor and tend to be incapacitated fairly easy as is by upper/lower body hits. Maybe Toady will add some way of adding horse armor with the upcoming release, but I kinda doubt it (although I do hope so).

Anyhow I ran into some minor issues and ideas for improvement with my own mod so that release time will drag on for a bit more.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 12, 2018, 12:50:25 am
Lots of work. I just pushed a commit:

Code: [Select]
37 files changed, 1780 insertions(+), 2000 deletions(-)
I hope you know what you are doing. I regretted doing exactly this, every time Toady One released a major update with a lot of raw changes. Or whenever different tileset versions came into play, with the need to compare tile numbers.
Maybe I should rethink my stance on "cleaning up the RAWs a little", which would help a bit.

I felt bad so I've completely reversed course on this. I just finished putting Revised on a MASSIVE "diet".

* I completely restored all of Toady's comments and the original creature IDs.
* When I gendered all of the descriptions I'd replaced all of Toady's descriptions with a comment. This was unnecessary and has all been reverted. The gendered creature descriptions will still override the vanilla description, and now if you happen to stumble into a casteless creature it will still have a description. This change alone brought me hundreds of lines closer to vanilla raws.
* fish don't need to have PET_EXOTIC. They're hard to train anyway. Reverting this modest mod fix brought me closer to the vanilla raws over a couple dozen lines.
* I reverted most of the modest mod MAXAGE changes. Here's why it was included.

Regarding MAXAGE for giant creatures, I was very careful with these and considered it one of the most important changes in the entire mod, so I'm sad to hear that it was removed. The reason I consider it so important is that incubation/pregnancy length is fixed across all species, which makes [MAXAGE:1:1] giant creatures literally impossible to tame - which sucks when you embark in a savage jungle and happen to roll all your giants as giant vermin, especially since War Giant Mantises are so friggin sweet you guys; and War Giant Brown Recluse Spiders? They'll wipe the floor with anything organic. I'm sorry it had to be all over the place, instead of in the creature variation, but you know why that was necessary so whatevs.

Every giant creature with a MAXAGE below 5 still has its age lengthened, as per the above quote. The vast majority of creatures didn't need this fix, though. Reverting all of it brought me closer to the vanilla raws by another couple hundred lines.
* I undid most of the "MODEST BODIES" improvements. "Right forearm" sounds nice, but is inconsistent with "Right upper arm". Thighs, calves, and abs are NOT upper legs, lower legs, and lower bodies respectively, only part of them. And most people only consider abs the front part. And insects already had their lower bodies renamed to abs, which was a minor bug with modest bodies ([BODYGLOSS:INSECT_LOWERBODY] wasn't doing anything). This brought me closer to the vanilla raws by another couple hundred lines. Note that monkeys still have hands (not "front feet"), and quadrupeds still have forelegs and hind legs and such.
* the Modest Mod changes to secondary attacks have been redone to minimize raw changes. This cleaned things up by another hundred or so lines, and made scrolling through the changes in c_variation_default significantly less tedious.
  - MOUTH_BITE_SECONDARY_ATTACK and MOUTH_BITE_EDGE_SECONDARY_ATTACK were simply removed. These are pretty much exclusively for insects in Revised. I removed biting from a few insect humanoids I'd added it to as well. I don't mind insects biting as a primary attack. Insect people are just creepy that way.
  - BEAK_BITE_SECONDARY_ATTACK, HOOF_SECONDARY_ATTACK, and TAIL_SECONDARY_ATTACK have been removed, and the change has been made in their normal attack variations instead. I searched through the RAWs and didn't find a single instance where these made sense to me as a primary attack.
  - TUSK_STAB_SECONDARY_ATTACK has been simply removed. If your animal person has tusks, I don't see what's wrong with using them. Go to town, warthog people. You keep being you. Who needs punching and kicking when you can spear people with your face.
  - TALON_KICK_ATTACK and TALON_KICK_HIGHVEL_ATTACK have been removed. I was on the fence about this one, but I decided I just didn't think it was worth the huge amount of lines changed. TALON_KICK_HIGHVEL_ATTACK wasn't actually used anywhere.
* the new files Revised added have almost all been merged into the bottom of their respective vanilla files. This doesn't save any lines, but is much cleaner to install and remove. The only point to punting this stuff into a separate file is if I'm not editing the original, and in almost all cases I am anyway.
* there were dozens of completely useless extra [APPLY_CURRENT_CREATURE_VARIATION] tags I'd added.
* all comments have been made inline comments, saving a few dozen lines of churn. I also merged some of the noisier two-line changes into one line each for more diff savings.
* I took the time to re-order my changes into a more standardized location throughout the raws, with a nice side effect that they appear in clusters more. So when you're hitting "next change" in WinMerge and hit a block of new changes, you'll skip past the whole block in one go. I can't believe I spent two hours rearranging tokens for this.
* underground animal people have KILL_NEUTRAL:REQUIRED again and aren't playable anymore, just like vanilla. Saves two dozen lines or so. Listen to DF Talk 3 for why these animal people aren't playable.

The upshot is that Revised v1.8.0 will be significantly easier to compare to vanilla than Revised v1.7.0, proving my dire prophecies about diff bloat wrong. This should apply even if you're just searching for "Revision:" comments. I mean it'll still be painful though. I'm not a miracle worker. And the majority of Revised is perfectly intact, give or take a some small fixes.

I need to sort out the new collarbones and femurs.

This is done. Properly. Every humanoid capable of wearing things now has collarbones and hip bones, with an appropriate number of steps to their hands and feet so that armor and clothing works the same as before for everything. Even Gorlaks[1]. Every humanoid without bones has collarbones renamed to shoulders and hip bones renamed to hips, because, beautifully, with the sole exception of bronze colossi none of them have both HUMANOID_JOINTS and NOBONES (HUMANOID_JOINTS already includes shoulders and hips). So bronze colossi get a special bronze colossi body because they're assholes. I also made sure to change the material for boneless animal people, because without it insect people (for example) would have internal shoulders made of chitin, not muscle. I had to give sponge men and plump helmet men two part arms, but that makes sense to me anyways. Hard to swing a sword without an elbow.

I still need to insert two new internal limbs to separate wings more (armor should never cover wings, IMO), but with this necks and tails will always be covered by armor and clothing and not a single vanilla creature should exhibit weirdness. I think. Randomly generated creatures and mod-added creatures might end up with bones when they shouldn't have any, but that's a minor side effect and it's one I'm happy to take.

There's no changes to the creature raws apart from the boneless humanoids. Because I was obsessing over leaving the Revised raws as clean as possible, I used conditional creature variation tags to make this a 1 line diff for each affected animal person, rather than 3 lines.

So moth men (for example) have:

Code: [Select]
[APPLY_CREATURE_VARIATION:BONELESS_HUMANOID:MUSCLE]
Code: [Select]
[CREATURE_VARIATION:BONELESS_HUMANOID]
[CV_NEW_TAG:BODYGLOSS:SHOULDER]
[CV_NEW_TAG:BODYGLOSS:HIP]
[CV_NEW_CTAG:1:MUSCLE:BODY_DETAIL_PLAN:BONELESS_RIBS:MUSCLE]
[CV_NEW_CTAG:1:SPONGE:BODY_DETAIL_PLAN:BONELESS_RIBS:SPONGE]
Code: [Select]
[BODYGLOSS:SHOULDER:collarbone:shoulder:collarbones:shoulders]
[BODYGLOSS:HIP:hip bone:hip:hip bones:hips]
Code: [Select]
[BODY_DETAIL_PLAN:BONELESS_RIBS]
[BP_LAYERS:BY_CATEGORY:RIB_TRUE:ARG1:100]

Almost all of the boneless humanoids pass in MUSCLE as an argument, and their (usually) chitin collarbones and hip bones get turned into (internal) shoulders and hips made of muscle. Sponge people pass in SPONGE of course, and plump helmet men pass in MUSHROOM just because it seems to require an argument, even if it's ignored (their bodies were already all mushroom). It's all tested in Arena mode.

Finally, Sver may find it interesting/annoying that fingers now have bone in them again, not cartilage. I'm wary of including this fix because Toady considers it fixed and I just can't find much public discussion on excessive finger pain still being a problem. I mean, I've reverted plenty of things though. Not sure why I'm bothering to mention this one.

[1]: I hate Gorlaks. I'll probably quietly remove them sometime and hope nobody notices.
Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: DWARFFRAWD on August 12, 2018, 09:45:13 am
Can i use these revised files in 44.12 version? is it compatible?

Title: Re: Revised v1.7.0 for v0.44.10. All creature descriptions rewritten!
Post by: Taffer on August 12, 2018, 09:53:48 am
Query; Does this change invader dodging behavior?  I'm running this out of Meph's pack, and all invaders are dancing around my traps like The Matrix.  Cages work fine, but spikes (x3) & giant axe blades (x2) have yet to land a single hit.

No, I don't change invader dodging behaviour at all. That's just the newest version. I should note that in early DF talks (3 or 4?) Toady talks about how he dislikes the way traps make fortresses completely immune from invaders and work unrealistically well. I agree with him.

Can i use these revised files in 44.12 version? is it compatible?

Does this work with the 44.12?

It should, yes. There's some RAW fixes that Toady has in the new releases that aren't in the current version. I'm not in a great place to check right now, though.
Nothing cruicial really. Updated credit info (e.g. commentaries) and fixes for some typos in creature names and descriptions.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on August 12, 2018, 10:28:30 am
The next version still won't be out for a little. There's lots of play testing to do, because there's some fixes picked up from the Modest Mod that I want data on to see if they work. I need more testing of the changes I've made, and there's changes I want to make that will also need data. Let me know if you're interested in helping out with the testing!

There's also things on the todo list that I want to get done, and I don't see a reason to rush the release. Especially when I'm going to need to create new wiki pages and redo all of the documentation before I release, because things have just changed too much and better documentation is important anyway.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Meph on August 12, 2018, 11:33:49 am
Time to update the version I have in the tileset...  8)

Nice to see that you are still improving this so much, it's great. :)

I've recently been made aware that aquatic animal people, like squid men for example, air-drown. Which I deem weird, since they get the animal-man body, which includes legs; aka a form a land transport. Would you consider removing AQUATIC from them and changing it to AMPHIBIOUS, or adding NOBREATH? Otherwise no one will ever see aquatic animal men anywhere.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on August 12, 2018, 11:41:30 am
Time to update the version I have in the tileset...  8)

Nice to see that you are still improving this so much, it's great. :)

I've recently been made aware that aquatic animal people, like squid men for example, air-drown. Which I deem weird, since they get the animal-man body, which includes legs; aka a form a land transport. Would you consider removing AQUATIC from them and changing it to AMPHIBIOUS, or adding NOBREATH? Otherwise no one will ever see aquatic animal men anywhere.

I'd consider waiting until the full v1.8.0 release, but it depends on whether you want to support the Revised mod in full or just in part. There's still description rewriting on my todo list, however, and those are presumably the best feature for people. The current master should be error free though, so if you do update your tileset off of it I strongly recommend writing down or bookmarking the current latest commit and downloading the files. Then, changing things again to v1.8.0 later should be minimally painful, because you'll only need to worry about the differences between current master and v1.8.0, which isn't going to be a huge list.

Thank you for the report! I'll look into that. Sounds like an easy fix. While I'm at it I can add innate swimming skills if they're needed to the new HUMANOID_AQUATIC creature variation I'm writing, to take a crack at fixing this bug (http://bay12games.com/dwarves/mantisbt/view.php?id=9853).
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Meph on August 12, 2018, 01:21:08 pm
No worries, thank Splint, he pointed it out. :)

If the descriptions are the most beloved feature, maybe you can think about PREFSTRINGS too. Dwarves like "x for their y".

In Masterwork DF I added... a couple hundred I guess, like this: Dog:
Code: [Select]
[PREFSTRING:loyalty]
YES_PREFSTRING[PREFSTRING:unwavering loyalty]
YES_PREFSTRING[PREFSTRING:wet tongues]
YES_PREFSTRING[PREFSTRING:steadfast relationships]
YES_PREFSTRING[PREFSTRING:dependability]
YES_PREFSTRING[PREFSTRING:intensive search for scents]

(I checked, I added 936 in total.)

That way dwarves like the same things, but for different reasons. One PREFSTRING is picked at random. :) If you want, you can import the ones from MasterworkDF.

It's a nice way to add a few little easter eggs/hints to DF lore, like carps being deadly:
Code: [Select]
YES_PREFSTRING[PREFSTRING:murderous, psychotic tendencies]
YES_PREFSTRING[PREFSTRING:unified hatred of all land-dwelling creatures]
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on August 13, 2018, 09:27:40 am
I spent 4 or 5 hours yesterday integrating much of Sver's combat mod (without the new items) before getting distracted. Merging it isn't what takes time, it's separating out only the vanilla portions and, most importantly, documenting everything with comments. By the time I got back I realized I was a bit more than halfway through a major overhaul with tons of "diff noise", none of which I'd tested properly. This will require some thought, because it's a lot of changes to maintain and sort through. I'm thinking of making traps and weapons generally weaker and lighter, buffing the tools that can be used as weapons, and then weakening adamantine somewhat to accommodate. I might also make things require more metal, just like Sver does. I'm just wary of including hundreds of new RAW changes suddenly. I like the general idea of making combat a bit less overtly deadly and making armor both more desirable and expensive, but perhaps I can do that in a more lightweight manner.

The temptation is/was there to just merge it all because I've worked hard on it and because I'm excited about the idea, but some of the big Modest mod fixes I've reverted were also well thought out and interested their respective mod authors. Seems a bit rich to take all of them out to make maintenance easier but then add something big right back in, particularly if I haven't tested and thought carefully about which pieces are important to me. Any thoughts on how I should approach combat would be appreciated.

Also, is there any value in adding NATURAL_SKILL:SWIMMING:5 to aquatic or amphibious humanoids? Reading the bug reports leaves me a bit confused on the subject. Is that even used, if the creature has swim innate?
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: DWARFFRAWD on August 13, 2018, 09:40:45 am
How calculate the crossbow's firing rate and penetration?

Lower shoot_force value, faster crossbow firing rate?
Is it inverse proportion?

Crossbow SHOOT_FORCE in revised is 600.
In vanilla, it is 1000.

I'd thought higher shoot force value, stronger range weapon damage.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on August 13, 2018, 08:38:26 pm
How calculate the crossbow's firing rate and penetration?

Lower shoot_force value, faster crossbow firing rate?
Is it inverse proportion?

Crossbow SHOOT_FORCE in revised is 600.
In vanilla, it is 1000.

I'd thought higher shoot force value, stronger range weapon damage.

The higher the value the more force crossbows shoot with, yes. You're right, my comment in the RAWs is completely wrong.

Quote
Revision crossbows are faster and penetrate better.

I'd already fixed that comment in the work in progress raws on my machine, but the whole weapons, armor, materials, and tissue files have been upended (see the post above yours). I'm in the middle of sorting things out, but there's a lot to sort through and think about.

My comments overall aren't perfect, but a huge chunk of the "lines changed" for the next version are actually rewritten comments. Usually I'm just trying to improve the prose, but there are inaccurate comments here and there as well.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: draeath on August 28, 2018, 09:55:31 pm
Hey Taffer!

I was checking this mod out. I noticed that it's causing a ton of messages in errorlog.txt - almost all in of the same issue on many creatures and their parts. Hope this is helpful!

Code: [Select]
SQUIRREL_GRAY:FEMALE:third right rear toe, layer 3: Tissue SKIN was not found, using first tissue instead
I saw this on the master branch, HEAD 0cbf45a.

Other errors, with the above SKIN tissue filtered out:

Code: [Select]
*** Error(s) found in the file "raw/objects/creature_small_ocean.txt"
MUSSEL:Unrecognized Material Template: SKIN_WEAK_TEMPLATE
OYSTER:Unrecognized Material Template: SKIN_WEAK_TEMPLATE
*** Error(s) finalizing the creature MUSSEL
undefined local creature material set to default: MUSSEL SKIN
*** Error(s) finalizing the creature OYSTER
undefined local creature material set to default: OYSTER SKIN
*** Error(s) finalizing the entity FOREST
Unrecognized entity weapon token: ITEM_WEAPON_SPEAR_SINGING
Unrecognized entity weapon token: ITEM_WEAPON_CLUB_2H

I ran a few worldgen tests using the basic generator, pocket, very short history, and got this pretty much consistently. Other than your raws, all default files from 44.12 (linux). I do not know if these have any real impact, but it does cause north of 20,000 lines to populate that log file on world gen ;)
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on August 28, 2018, 10:09:05 pm
Hey Taffer!

I was checking this mod out. I noticed that it's causing a ton of messages in errorlog.txt - almost all in of the same issue on many creatures and their parts. Hope this is helpful!

...

I ran a few worldgen tests using the basic generator, pocket, very short history, and got this pretty much consistently. Other than your raws, all default files from 44.12 (linux). I do not know if these have any real impact, but it does cause north of 20,000 lines to populate that log file on world gen ;)

Thank you kindly for the report, but please use the current stable release (v1.7.0 (https://gitlab.com/dwarf-fortress/revised/tree/v1.7.0))! The master branch is in a chaotic state, and is never guaranteed to be stable. I've been working quite hard on this and I'm in the middle of several overhauls. You're seeing a half-integrated Sver's combat mod along with the early stages of tiered leather, with no effort being made to harmonize changes and make sure materials exist before I use them. I also started a cautious early integration of a secret project only to undo most of it again (for now) as well. In this case I renamed SKIN_WEAK_TEMPLATE, because my vision for tiered leather is kind of different than Wanderer's, and the label "weak skin" no longer really fits. I also renamed elven weapons ("singing spears" became tridents, and "two-handed clubs" became "greatclubs"). I work on several different computers depending on where I am, and I sometimes avoid commiting certain files until the work is closer to being done. I'd guess here that I've withheld the new tissue and entity file from a commit, so the labels are inconsistent in the master branch. That should explain those errors, but there's probably a different batch of errors now that I've renamed everything. I've changed 33 files, made 115 additions, and 59 deletions (https://gitlab.com/dwarf-fortress/revised/compare/0cbf45a6...master) since the version you're using (0cbf45a6), and it's only 23 hours old. If you don't want to use v1.7.0 I recommend at least finding a safer commit. Somewhere around 5ab71d51 might work, but I'm just guessing (seriously, I recommend using v1.7.0. It's probably got a ton of bugs that I've fixed since, but there isn't anything game breaking). Thank you again for the report!

I've given up on posting long monologues, but progress is definitely being made. I'll warn that I'm a perfectionist though, so many of these commits are things like comments being changed and small bugs being fixed, not necessarily hundreds of lines of new features.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: draeath on August 28, 2018, 10:31:34 pm
Indeed, tags/v1.7.0 doesn't emit errors. I do see you've been working on it within the last hour even. Got my wires crossed, now that I've done it I was going to checkout the tag and just, well, forgot to do so :D

Sorry to bug you!

(you should see *my* commit histories at work. they contain items such as "draeath is a big dummy")
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on September 09, 2018, 11:18:45 pm
Things are progressing; check the git commit history for proof. Sorry to those waiting, especially Sver. Here's the general state of things.


If you want to preview the next release, this commit (https://gitlab.com/dwarf-fortress/revised/tree/fbd84532dd72a43508b286afdefea423dfe4bf64) is error free, albeit largely untested. I don't recommend people base mods off of it, because I have a frighteningly obsessive habit of mass rewording comments.

I'm still obsessing over descriptions. I'd started a new editing round of the animal people, working alphabetically from top to the bottom. I changed my mind and started yet again, this time working from the bottom up. I've tried to keep my language simple but I got a little academic with some of my adjectives in that last pass: that might need to change, but those animal people descriptions are finally pretty close to polished. I'm not going to let description work delay the release, but if you're planning on incorporating all of Revised into your mod and you're feeling patient it might be worth waiting for a future version when I've indicated I'm happy with the descriptions. I hope my track record so far has given people confidence that I'm not about to disappear.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on September 10, 2018, 06:19:01 am
Quote
Revision: weapon attacks have changed too much for sane commentary.
lol :D

The wait ain't no problem - I will probably release a smaller, pre-armor update for my mod anyway, just to try and get some gameplay feedback on the weapon speed rebalance. It seems that the next DF version is still going to take a while, and I feel like it would probably be best to synchronize the big updates with it, as it is hard to say how many of the vanilla raws will get changed yet.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on October 20, 2018, 02:26:55 pm
I haven't found as much time to work on this lately as I'd have liked, but there's still progress. The current revision in the repository is mostly what I envision the next release to look like: there should be relatively few bugs (if any), I just need to finish comparing it to vanilla and rewrite my documentation.

I've lost track of the changes since v1.7.0, there's been too many of them. This is why I need to invest a bunch of time into documentation. I also carefully standardized size adjectives for creatures, with the idea being that their adjective gives you a consistent idea of their SIZE number, but when my computer died it took my notes with it and now that work is completely gone to waste since I don't know where the cutoff was anymore. I'm so fed up with creature sizes at this point that I'll probably remove them for most creatures. I don't think anybody needs a description to tell them that insects are tiny and songbirds are small.

Sver's combat mod is integrated into this mod entirely now, except for the new items and with a few small changes. I'm not sure if that will persist. It's not that Sver's work is bad: it's fantastic work. However, modding Revised is usually a relaxed business: few changes require testing and I rarely stray far from vanilla in ways that might yield bugs. Sver's changes are an exception to this, and the armour, materials, and weapons feel like unknown territory: I can't easily change or edit things because it's all intended to fit together and I don't have years of forum posts and bug reports to fall back on. I want combat to be better than vanilla, though. Perhaps I could compromise and keep things like tougher nerves but revert materials, weapons, and armour closer to vanilla again. Or perhaps I'll just stop worrying about this and keep on trucking with what I've got. But it's definitely slowed down development integrating it and then trying to work around it. For example, I found in old forum posts a system that simplified armour layering: you could basically have piece on your chest, one pair of pants, something on your shoes, something for your head, etc, but you couldn't layer things. It sacrifices a bit of realism and balance in exchange for much simpler armour. I started working on a simplified armour and clothing system based off of this before I realized that it clashed badly with Sver's vision and I had no idea how to reconcile things. I also wanted to get rid of armoured pants, but working out what would affect Sver's balance and what wouldn't was too much of a headache so I reverted that too.

On the plus side, I'm taking time off for the first half of November and I'm intending to pour time into Revised: my hope is that with hours of time every day for modding I can finally finish my Revised todo list. Then I can work quietly on my secret DF modding project and work on the descriptions more without feeling guilty about making people wait.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on October 20, 2018, 04:30:00 pm
I've said it multiple times, but got to repeat here: my weapons and armor work perfectly fine separately. The mod just combines my vision on both things, however, I would say that weapons are being the primary focus and are still worth a shot as a more balanced alternative to vanilla.

It's up to you to decide, of course. I understand that it can be hard to keep track of another person's work, especially since weapons have so many small details about them. Just want to point out that the armor aspect of it should not be of any concern: thickness has been proven to be pretty much irrelevant for anything but the encumbrance, while coverage and variety of it are simply a matter of taste.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Thundercraft on November 02, 2018, 03:05:48 am
I haven't found as much time to work on this lately as I'd have liked, but there's still progress. The current revision in the repository is mostly what I envision the next release to look like: there should be relatively few bugs (if any), I just need to finish comparing it to vanilla and rewrite my documentation.

Taffer, I wanted you to know that I do appreciate this mod and all the time and work that goes into it. Just looking at all the comments in your GitLab Commits (https://gitlab.com/dwarf-fortress/revised/commits/master) makes my head spin. (BTW: Does GitLab have a "Releases" tab? I can't seem to find old releases or the date of releases.)

Anyway - and no pressure intended - but do you think you could risk giving a rough estimate when the next release might come? Before the end of the year? Sometime this month? The last release was in August, wasn't it (judging by the last edit of the OP)?
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: MangoGold on November 02, 2018, 05:12:30 am
Sver's combat mod is integrated into this mod entirely now, except for the new items and with a few small changes.
Full Sver's mod will be not compatible with Revised?
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on November 02, 2018, 10:39:04 am
It will, if you install Revised first and my mod second, overwriting when prompted.

Since I don't play without Revised, my mod is pretty much designed to be compatible with it and will continue to be this way.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: MangoGold on November 02, 2018, 11:59:15 am
Since I don't play without Revised, my mod is pretty much designed to be compatible with it and will continue to be this way.
Sver's combat mod is integrated into this mod entirely now, except for the new items and with a few small changes.
For me looks like it will be effective for you both to merge mods and develop together.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on November 02, 2018, 02:01:34 pm
Not really, because both mods are passion projects, hence, me and Taffer have different vision and different core goals. Revised is a quality-of-life rework of vanilla, which touches almost every aspect of it with fixes and improvements, yet sticks to the original game's premise as close as possible. My mod is solely combat-oriented and noticeably strays from the vanilla combat balance (or lack thereof), while also trying to be challenging and entertaining for military-loving players, thus, the added variety and all that.
Any player with vanilla DF experience (or a newbie with a wiki on hand) can play Revised with little to no adaptation required, but playing with my mod requires getting familiar with the new balance and new items on the mod page first, and then the willingness to experiment with it all (as I'm yet to write any definitive descriptions for weapons, with too many changes still going on). To conclude: my mod is best played in conjunction with Revised, but Revised is not necessarily best played with my mod. On a positive note, my mod is pretty modular, so Taffer can easily take only the select parts of it (like the reworked default weapons) and improve the combat balance without making any radical, challenge-inducing alterations to it.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 02, 2018, 04:35:45 pm
Taffer, I wanted you to know that I do appreciate this mod and all the time and work that goes into it. Just looking at all the comments in your GitLab Commits (https://gitlab.com/dwarf-fortress/revised/commits/master) makes my head spin. (BTW: Does GitLab have a "Releases" tab? I can't seem to find old releases or the date of releases.)

Thank you! You'll want the tags (https://gitlab.com/dwarf-fortress/revised/tags) feature to see old releases.

Anyway - and no pressure intended - but do you think you could risk giving a rough estimate when the next release might come? Before the end of the year? Sometime this month? The last release was in August, wasn't it (judging by the last edit of the OP)?

Yes, this release has dragged on and on. I admit it. I'm now a father and I work full-time again, so I don't have that much free time left compared to what I used to have. Seriously, even most of my weekends are now devoted to family. I don't know what other parents do. Theoretically I'll have more time in a few years. My laptop also refused to turn on one day, which made me lose a few day's progress. I've also been reluctant to release while I'm in the middle of something, and there's been plenty of those. Hell, half of my animal people descriptions are in a new style that I'm enjoying, and the other half aren't yet. At least I'm not delaying the next release to sort that out. And one of the biggest problems is that I've lost track of what all I changed, so I need to redo my documentation. I don't want to have undocumented features. Trying to test and sort out what I want combat to look like has also taken an embarrassing amount of time to sort out, and I'm still not completely content.

To more directly answer your question, next week sometime, followed shortly by a few more releases as I add on some other things. I'm on vacation for two weeks and I'm planning on using much of it for Revised. My sincere hope is that I can finish my various todo list items for Revised, with the exception of the descriptions. I find description editing much more relaxing and easier to fit into my schedule, so then I can clean up the descriptions at my leisure. I've also got some larger plans for Revised that I don't want to announce, but I can work on that during Toady's "long wait".

Right now I'm comparing the raws to vanilla and reviewing for bugs. I also want to file bug reports for Toady.

Full Sver's mod will be not compatible with Revised?

Sver's mod overwrites every relevant file it needs to, so it's more that Sver's mod is compatible with Revised. I could tear out Sver's work or replace it with something else and it would still be compatible. I don't plan on adding anything that might unbalance Sver's work, either, but I suppose it's possible. Adding features isn't really my thing, for the most part (if that's not obvious already). Given that premise, then Revised should always be compatible with Sver's mod, so long as Sver keeps integrating my changes.

Since I don't play without Revised, my mod is pretty much designed to be compatible with it and will continue to be this way.

Thank you!

For me looks like it will be effective for you both to merge mods and develop together.
Not really, because both mods are passion projects, hence, me and Taffer have different vision and different core goals. Revised is a quality-of-life rework of vanilla, which touches almost every aspect of it with fixes and improvements, yet sticks to the original game's premise as close as possible. My mod is solely combat-oriented and noticeably strays from the vanilla combat balance (or lack thereof), while also trying to be challenging and entertaining for military-loving players, thus, the added variety and all that.
Any player with vanilla DF experience (or a newbie with a wiki on hand) can play Revised with little to no adaptation required, but playing with my mod requires getting familiar with the new balance and new items on the mod page first, and then the willingness to experiment with it all (as I'm yet to write any definitive descriptions for weapons, with too many changes still going on). To conclude: my mod is best played in conjunction with Revised, but Revised is not necessarily best played with my mod. On a positive note, my mod is pretty modular, so Taffer can easily take only the select parts of it (like the reworked default weapons) and improve the combat balance without making any radical, challenge-inducing alterations to it.

As Sver said, we have different visions and goals. I like quality of life and I like flavour. I'm also much, much more focused on creature descriptions, names, and colours than combat. As far as I'm concerned I don't want to touch combat again for a while, as it's drained too much development time already.

To be honest, when I "stick with the original game's premise as close as possible", this is as much to make modding easier and more carefree as it is to defer to Toady. So there might be some changes that the wiki can't explain easily (but I'll have my own documentation to explain things). For example, the next release renames bird people to harps/harpies and reworks the original harpies as crawling 'feral harpies'. Similarly, snake people are renamed to naga/nagi and snake people are now 'feral naga'. This is a departure IMO from Toady's lore but it's exactly the kind of change I like: it improves the atmosphere of the game (IMO) but is mostly just window dressing. The creatures have barely changed, making updating easier and ensuring that there's less chance for unexpected bugs or changes to have crept in. (Seriously, why do so many people add naga when there's already so many snake people as it is? Naga are just a name change away!)
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 12, 2018, 12:07:53 am
Progress is still being made. I ended up getting sucked into home maintenance, so I'm further behind than I'd hoped. I'm still going to get a release out soon though, and I'll be pushing to get my todo list done. There's still some pretty important stuff on the todo list and there's a lot I'm not content with still, but I have to draw the line somewhere and get something out.

I've just about finished my sanity check over the whole mod and I'm midway through documentation. I'm currently knee deep in the item files and the plant files: these are the thorniest parts of Revised, full of changes from another modder's work. Sver's gone above and behind to explain almost everything in the item files, but the plant files are Button's work and I'm trying to decide what to do. Do people like the seed pods? Plants aren't really my passion but there seems to be some real improvements in here, it would be a shame to lose them unnecessarily (and Button's a good modder). I'm just cautious because I might have broken it already, or a DF update might quietly break it. There's all kinds of STRUCTURAL_PLANT_TEMPLATE and BAG_ITEM:PLANT_GROWTH changes in there that I just have a vague understanding of, and if I don't really understand changes I'm hesitant to keep them in. Microreduce was quietly causing problems for months (a year?) before I got a report, and that was for a much more obvious problem.
Title: Re: Revised v1.7.0 for v0.44.12. All creature descriptions rewritten!
Post by: fasquardon on November 18, 2018, 02:16:33 pm
I've just discovered this mod and so far have found it pretty darn neat.  Thanks for all the work you've put into it Taffer!

fasquardon
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 18, 2018, 05:07:54 pm
v2.0.0 is finally released. I got so bogged down in combat mods and then in general cleanups and documentation. Sincere apologies for the delays; I should probably just stop providing estimated deadlines.

With so much tedious cleaning up out of the way, I can hopefully finally work on my todo list a little and add some new features. Update to the next release. Maybe leisurely improve descriptions and comments more. (The descriptions really do still need work).

I was planning on rewriting everything with wiki articles and providing a detailed changelog: at this point, I no longer see value in that for the time I'd take. There's just so much that's changed that it would cause hours and hours more work for relatively little gain. In short:

* I rewrote every comment. All Revised changes are now accompanied by curly braces ({, }), which only appear once in the vanilla files. If something doesn't need an actual comment, I haven't included one. The original value is usually present. {+} means the tag is added. Context is important: when I added leatherless skin, I didn't add {+} to every line, only to the opening of the section. I'm still tempted to delete the comments entirely, but I've worked on them too much and gotten too many compliments to back out now.
* I did a ton of description work. A lot. A lot, a lot. And I still have tons more to do.
* I started gendering humanoids: satyresses exist, as do male harpies (harps). If it's not an automaton then I want it mortal with two genders. Personal preference. As I'm typing this I'm too tired to remember if I got all of these creatures done, but if I've missed anything I'll fix it. I don't like creatures that don't age.
* Harpies are renamed feral harpies. Serpent people (http://dwarffortresswiki.org/index.php/DF2014:Serpent_man) are renamed feral naga.
* Bird animal people are renamed harpies (ie, bluejay women are now bluejay harpies, eagle men are now eagle harps).
* Snake animal people are renamed naga (ie, copperhead snake men are now copperhead nagas. Adder women are now adder nagis.
* I integrated GoblinCookie's expanded dictionary (http://www.bay12forums.com/smf/index.php?topic=172037.0).
* I did lots of work on descriptors. I didn't even list them all in the opening topic. Ostriches are fixed (I need to report this on the bug tracker still), falcons are now mottled. Bird beaks are described more. Lots more in here.
* Many small fixes were removed, if they were deemed unnecessary. I tried not to be draconian about this, and I still kept many of them. The most notable revert that I haven't described recently are the many, many changes to material melting points. This is something that the community insists is broken, but the bug reports are mostly closed and nobody seems willing to step up with fact, not just opinion. At the moment zombies and creatures do indeed disappear in lava. I just didn't see the need for such a long, long list of changes to the vanilla RAWs without better evidence. (Sver's mod adjusts the melting point of fat: this fix is included.) I reverted the modest bodies addon. I just thought that Toady's naming scheme was relatively consistent if a little verbose, while the new names didn't work for some creatures.
* Speaking of Sver: Sver's DF Combat Reworked (http://www.bay12forums.com/smf/index.php?topic=170474.0) is integrated now. Hooray! The new items aren't there, but almost all of the fixes were. In a spoiler tag, I've copied and pasted the incomplete (I told you I gave up on documentation work) list of deviations from that mod, outside of missing the new items.
Spoiler (click to show/hide)
* leather rework! Chitin yields leather by default. Scale can't yield leather by default, but it functionally does. Sorry, no scale leather from scaly forgotten beasts or mod-added creatures. I might revert scale leather again, just because that inconsistency bothers me. Small creatures never yield leather, so you'll never find a dwarf that wants squirrel leather. Items made of bird leather are now "feather" (ie, giant bluejay feather pants). Items made of most humanoids are now "hide", if that's even possible in vanilla (kobold hide pants). Items made of chitin leather are called "chitin", and chitin is renamed carapace if it's on an insect. Items made of scale leather are...scale. Fancy that.
* shoulders and hipbones have been reworked as internal limbs, separating limbs from the body by a step. Necks and tails are now protected by default.
* I added some position information to face parts, like specifying that eyes should be above noses and that noses should be above mouths. Throats should be in front of the neck. Etc.
* Animal people don't meander.
* I cleaned up the secondary attacks from modest mod. in a few cases, I decided it didn't matter if an attack was primary. In a few others, the attack was made secondary everywhere.
* The new revised files have been merged into their respective vanilla files.
* I removed the hairy armed dwarves option. Vanilla dwarves now have rough, stony feeling skin (flavor only, combat not affected).
* I lessened the amount of blue in DARK_GREEN. Hopefully this doesn't break anything in dfhack land. This should fix the issue where vomit turns blue for some color schemes. This is still an insane Dwarf Fortress feature, by the way. It boggles my mind that a game that can only display 16 colors stores things internally as more specific colors: this whole feature seems designed to introduce tedious bugs into color scheme design.
* There were more changes, but I don't recall them now. The opening topic should be accurate, but there's a few small, unimportant features that I still want to mention.

Don't upgrade directly from v1.7.0, too much has changed. I don't want people's games to break. Use a fresh Dwarf Fortress installation, because the old Revised specific files have been deleted.

I've just discovered this mod and so far have found it pretty darn neat.  Thanks for all the work you've put into it Taffer!

You're welcome!
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: PlumpHelmetMan on November 19, 2018, 01:39:44 pm
Have to say I LOVE some of the downright hilarious names that the expanded dictionary is generating!

For instance, both a forgotten beast named "Mung Chargedgreen-tree-frog-kitten the Introvert Narwhal People" and a poem called "Masturbate Steady" (which apparently concerns a lover...seems highly fitting) exist in my latest world.

Keep up the good work, Taffer! :)
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 19, 2018, 07:41:39 pm
Have to say I LOVE some of the downright hilarious names that the expanded dictionary is generating!

For instance, both a forgotten beast named "Mung Chargedgreen-tree-frog-kitten the Introvert Narwhal People" and a poem called "Masturbate Steady" (which apparently concerns a lover...seems highly fitting) exist in my latest world.

Keep up the good work, Taffer! :)

Haha, that's great. I'm so happy that GoblinCookie cleaned up the expanded dictionary. I copied your comment into that mod's thread (http://www.bay12forums.com/smf/index.php?topic=172037.msg7889524#msg7889524), because all of the praise for it deserves to be there, not here (I did nothing but integrate it).

Cheers!
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Augster999 on November 21, 2018, 06:41:41 pm
This is one of those mods that I never realized I needed, but now don't ever want to play without.

Amazing job, all the hard work put into this really shows!

Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Grimlocke on November 22, 2018, 11:46:45 am
Hooray for this! I look away for a bit and its suddenly updated, looks like I get a compatch to work on.

I applaud your tenacity in the face of grueling repetition. Will let you know once the patch is done/if I run into anything.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 22, 2018, 01:08:15 pm
This is one of those mods that I never realized I needed, but now don't ever want to play without.

Amazing job, all the hard work put into this really shows!

Thank you! Let me know when you have complaints!

Hooray for this! I look away for a bit and its suddenly updated, looks like I get a compatch to work on.

I applaud your tenacity in the face of grueling repetition. Will let you know once the patch is done/if I run into anything.

Thanks for the kind words! Lots of grueling repetition, alright.

The biggest thing to patch is that you need an extra LBSTEP and UBSTEP from vanilla, to accomodate my shoulders and hips, and of course dealing with the difference between my shoulders and your collarbones.

Incidentally, I'm not completely sure if I've made a terrible mistake, putting both LIMB and JOINT on (internal) shoulders and hips. Please let me know if I have!
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on November 22, 2018, 01:27:46 pm
Incidentally, I'm not completely sure if I've made a terrible mistake, putting both LIMB and JOINT on (internal) shoulders and hips. Please let me know if I have!

Seems to work alright in my tests so far. The only unexpected thing is that strikes that pull neck (e.g. to the head) may occassionally also pull shoulders, but I would consider that a feature. Armor coverage works as intended.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Grimlocke on November 22, 2018, 04:05:43 pm
This is one of those mods that I never realized I needed, but now don't ever want to play without.

Amazing job, all the hard work put into this really shows!

Thank you! Let me know when you have complaints!

Hooray for this! I look away for a bit and its suddenly updated, looks like I get a compatch to work on.

I applaud your tenacity in the face of grueling repetition. Will let you know once the patch is done/if I run into anything.

Thanks for the kind words! Lots of grueling repetition, alright.

The biggest thing to patch is that you need an extra LBSTEP and UBSTEP from vanilla, to accomodate my shoulders and hips, and of course dealing with the difference between my shoulders and your collarbones.

Incidentally, I'm not completely sure if I've made a terrible mistake, putting both LIMB and JOINT on (internal) shoulders and hips. Please let me know if I have!

Since its last update, my mod already has collarbones and hipbones, which is pretty close to mechanically identical to yours. The equipment and bodypart modifications will override the ones in Revision in this case, so that shouldn't be difficult to do for me (since there is no point in having both my weapons/armor and yours/Svers).

As an aside, the reason I didn't name collarbones shoulders, is that the game already has shoulders in the JOINTS bodypart group, which by default is assigned to all humanoids. Adding the JOINT tag to something will serve two functions: Joint damage (pull/twist/bend) from the parent limb will hit the joint bodypart instead of the parent bodypart's parent, and it will disable the joint's parent part of the joint is disabled. I actually played around with something similar, but found it a bit... weird and superfluos, given that the collarbones are internal to the upper body and will already get damaged due to hits on the upper body.

What exactly is causing the shoulder to be pulled on hits to the head, I'm... not sure. Did you attach them to the neck?

As for LIMB, I think what it does is disable all bodyparts down the line if the bodypart is broken, so that a broken upper arm will actually render the arm useless. That might just be default behavior though, in that case I think LIMB might only be used for deciding which bodypart can be used in wrestling. I'm not sure which one of these it was anymore.

Will give these a once-over once I get around to patching.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on November 22, 2018, 05:04:11 pm
What exactly is causing the shoulder to be pulled on hits to the head, I'm... not sure. Did you attach them to the neck?

Nope, the shoulders aren't connected to head or neck in any way, although, both neck and shoulders connect to the upper body, which is probably what causes it, somehow. May be related to the fact that strikes to facial features (in vanilla) may pull the head and tear its hair - which never happens in any other situation.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Grimlocke on November 23, 2018, 12:43:50 am
The hair thing is different, hair is just a tissue layer on the head that is ignored when something hits the it (due to the tissue layer type), but then isn't ignored by the pull/twist/bend damage that gets applied to the head (since a nose doesn't have a joint, its parent bodypart acts like one).

Why this is I don't know ―\_(ツ)_/―
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 24, 2018, 09:24:49 am
Seems to work alright in my tests so far. The only unexpected thing is that strikes that pull neck (e.g. to the head) may occassionally also pull shoulders, but I would consider that a feature. Armor coverage works as intended.

Thanks for double checking things! I don't mind the shoulder pulling.

Since its last update, my mod already has collarbones and hipbones, which is pretty close to mechanically identical to yours. The equipment and bodypart modifications will override the ones in Revision in this case, so that shouldn't be difficult to do for me (since there is no point in having both my weapons/armor and yours/Svers).

I'll look at your new versions! Sorry, I've been so absorbed in Revised that I haven't been looking at other mods recently.

As an aside, the reason I didn't name collarbones shoulders, is that the game already has shoulders in the JOINTS sbodypart group, which by default is assigned to all humanoids. Adding the JOINT tag to something will serve two functions: Joint damage (pull/twist/bend) from the parent limb will hit the joint bodypart instead of the parent bodypart's parent, and it will disable the joint's parent part of the joint is disabled. I actually played around with something similar, but found it a bit... weird and superfluos, given that the collarbones are internal to the upper body and will already get damaged due to hits on the upper body.

What exactly is causing the shoulder to be pulled on hits to the head, I'm... not sure. Did you attach them to the neck?

As for LIMB, I think what it does is disable all bodyparts down the line if the bodypart is broken, so that a broken upper arm will actually render the arm useless. That might just be default behavior though, in that case I think LIMB might only be used for deciding which bodypart can be used in wrestling. I'm not sure which one of these it was anymore.

Thanks for the info! The shoulders are attached to the upper arms and to the upper body, as expected. The reason I didn't name my shoulders collarbones and my hips hipbones is that they often appear in humanoids without bones: instead, I removed the shoulders and hips from HUMANOID_JOINTS and repurposed them. Crab people and insect people don't have bones, for example (and there's quite a few insect people).

HUMANOID_JOINTS actually don't appear in all humanoids, just many of them. There's nothing in c_variation_default adding them to animal people, and there are base creatures without them that still have humanoid variations. For a while I had a custom body for bronze colossi because they were the only creatures in vanilla that were boneless and had HUMANOID JOINTS: I didn't want to remove their joints and I didn't want to give them bones, so I had to give them a custom body. I redid all of that to the current solution, because I wanted to support armor properly for boneless humanoids without giving them bones. Plump helmet people and sponge people don't even have knees and elbows in vanilla (they do in Revised), but they're still humanoid.

Code: [Select]
grep BODY:HUMANOID * | grep -v HUMANOID_JOINTS | cat -n
In the vanilla files this gives me 42 BODY:HUMANOID lines without any accompanying joints, and that's not counting the creatures that aren't constructed with a humanoid body but have a humanoid variation nevertheless.

Will give these a once-over once I get around to patching.

I'm looking forward to it! Any of your thoughts are appreciated, and I'll poke your mod with a stick to see what's there.

The hair thing is different, hair is just a tissue layer on the head that is ignored when something hits the it (due to the tissue layer type), but then isn't ignored by the pull/twist/bend damage that gets applied to the head (since a nose doesn't have a joint, its parent bodypart acts like one).

Why this is I don't know ―\_(ツ)_/―

I didn't know this about hair. Thanks!
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 27, 2018, 06:28:50 pm
I can't believe I forgot! The v2.0.0 release actually has a theme song (https://youtube.com/watch?v=eipDKsXchP4). I felt like I was going insane working on it and I ended up listening to that song a lot to set the tone.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: CarpBiter2000 on November 29, 2018, 07:47:43 am
Really like the leather rework. Not sure about this, though:
* Harpies are renamed feral harpies. Serpent people (http://dwarffortresswiki.org/index.php/DF2014:Serpent_man) are renamed feral naga.
* Bird animal people are renamed harpies (ie, bluejay women are now bluejay harpies, eagle men are now eagle harps).
* Snake animal people are renamed naga (ie, copperhead snake men are now copperhead nagas. Adder women are now adder nagis.

There are many bird peoples that are not from Greek mythology and snake peoples not derived from Hinduism. And it's not like it helps with clarification: when it says "bluejay man", I just imagine a guy with a head of a bluejay. "Harpy", on the other hand, brings a lot of stereotype just with the name.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Burneddi on November 30, 2018, 04:48:38 pm
I noticed troglodytes are renamed to cavemen. While I don't really mind either way, the fact that they don't seem to use any sort of tools in Dwarf Fortress suggests to me they're more monstrous than they are man. "Caveman", at least to me, evokes an image of a primitive stone age man with rudimentary rock tools. Troglodytes are a fairly common fantasy monster trope, so I'd prefer that.

Also:

Quote from: DF wiki
Because ewes and rams have the same total body size, the added horns on rams actually make the rest of their body slightly smaller than an ewe's.

pls fix? ;)
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 30, 2018, 06:17:52 pm
I noticed troglodytes are renamed to cavemen. While I don't really mind either way, the fact that they don't seem to use any sort of tools in Dwarf Fortress suggests to me they're more monstrous than they are man. "Caveman", at least to me, evokes an image of a primitive stone age man with rudimentary rock tools. Troglodytes are a fairly common fantasy monster trope, so I'd prefer that.

I'll change I changed (https://gitlab.com/dwarf-fortress/revised/commit/d0841e504a15f88382ab91faf0b7836abba700d0) cavepeople back to troglodytes.

Quote from: DF wiki
Because ewes and rams have the same total body size, the added horns on rams actually make the rest of their body slightly smaller than an ewe's.

pls fix? ;)

Sure thing! Maybe, but it'll take a bit longer. This affects more than just ewes and rams. Deer are the same way, at a glance.

Really like the leather rework.

Thank you kindly!

Not sure about this, though:
...
There are many bird peoples that are not from Greek mythology and snake peoples not derived from Hinduism. And it's not like it helps with clarification: when it says "bluejay man", I just imagine a guy with a head of a bluejay. "Harpy", on the other hand, brings a lot of stereotype just with the name.

I'm a little perplexed, to be honest: I don't see why I have to acknowledge every culture's mythology here any more than other fantasy works do. Harpies and naga are common fantasy tropes. By preference I'd have used lamia instead of naga (I have several books on greek mythology), but male lamia don't exist in modern fantasy while male naga do.

I feel like what you're concerned about was the entire point of renaming them to begin with: "a guy with the head of a bluejay" isn't exactly descriptive. It sounds almost Egyptian to me (and I've considered an Egyptian mythology Revised module turning animal creatures into "men and women with animal heads"). By renaming them harpies and naga I get to draw on modern fantasy in much the same way that Toady did when he decided to put dwarves, elves, and goblins into his game. The stereotypes are exactly the point, to me. Without the stereotypes then the most I can give you is "this is a bluejay man" and whatever description I can fit in. It's not like modern literature is exactly filled with tales of bluejay people. By leaning on harpy and naga stereotypes people's imaginations fill in the gaps better.

To put that another way: it's weird (to me) when I see the many mods that add Naga. It feels odd that Naga are almost identical to the many snake people in the game that get overlooked. And nobody even brings them up! It's like "here's a mod that introduces snake people!", and nobody even remembers that the game already had tons of them. Because DF's snake people are forgettable. I was hoping to make them less forgettable.

It might be worth adding that in the next patch I'll be moving the wings of bird people from their backs to being a part of their arms: this is much more in line with both fan DF art and furry art. It's one of the reasons I don't like the "bluejay woman" naming convention, because there's just nothing cultural to draw on for that and as a direct result nobody seems to have any idea what they actually look like (in DF). By renaming them harpies and moving their wings I'm hoping to remedy that a little.

I've also been thinking of drawing from the Lovecraft mythos as inspiration for the insect people (there are tons of them), in much the same way. Perhaps "mosquito horror" or something. Perhaps I won't rename them at all. I hadn't decided yet. Perhaps some one-off names, like gnolls instead of hyena people and mumaks instead of elephant people. (I'm just throwing ideas into my rambling here, not decisions).

I digress: I might revert this if I get enough complaints. I'd love to at least use the word "harpy" and "naga" in the descriptions. To be fair, I don't love that I'm breaking with Toady's consistent naming scheme (animal man, animal woman).

Thank you for the thoughts! They're appreciated, even if I don't always agree. It gets me thinking. Please don't hesitate to speak up if you still disagree. This is, after all, a significant feature in Revised in terms of "diff noise from vanilla" and "departures from DF lore".

If anybody has any thoughts on this subject, please speak up.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Burneddi on November 30, 2018, 08:38:11 pm
My 2 cents:

Using pre-existing fantasy names like nagas, harpies and gnolls brings along baggage that might not fit the (current) DF representation of those creatures. Nagas and gnolls, for instance, tend to have varying levels of culture (nagas commonly having some form of a nation or nations, gnolls often being roving mercenaries of some kind) and technology (such as metal armour and weapons). Animal people in Dwarf Fortress are very primitive in comparison; as far as I know the aboveground animal peoples tend to just mill around in big blobs and talk nonsense, typically mostly if not entirely naked, whereas their underground counterparts have some (rather poorly simulated) primitive tribal societies and technology such as blowpipes.

Also maybe it's just me, but I find some of the new descriptions almost... overly neutral? I know Toady's descriptions have a fairly neutral tone to them to begin with (eg. yetis are described as "a large ape-like creature", and many other fantastical creatures have similar descriptions that compare them to more mundane ones), but occasionally many of the more monstrous creatures are described as just that. For instance, minotaurs are described as "[a] giant humanoid monster with the head of a bull", but your rewritten description for them loses the monster part, describing them as "[a] tall, brutish [wo]man with woolly legs and arms, large hooves, and a bull's head."

Then on the other hand in the same minotaur description (and some of the other monster descriptions I've seen) it mentions how they like being naked... Maybe it's just me, but I'd rather not think about whether the giant bovine monster slaughtering my dwarves is naked or not! Haha.


Perhaps a good compromise solution would be doing a lite version that has all the gameplay improvements, but doesn't have any (extensive) description/creature name changes. If you wind up doing this, I'd seriously recommend looking into using some sort of a patch/diff solution to generate a set of diffs that you can apply to the vanilla files to reduce the manual version management headache, in case you're not doing that already. Git might work too.


EDIT: Oh yeah, and on the topic of bird people: they maintain full control of their hands while flying in terms of game mechanics (so eg. combat isn't penalized while flying), so having wings on their back does make sense from that perspective. Obviously on the other hand it does mean that they have an extra set of limbs for no good reason, given that wings in birds are in fact evolved forelimbs.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 30, 2018, 09:00:09 pm
My 2 cents:

Using pre-existing fantasy names like nagas, harpies and gnolls brings along baggage that might not fit the (current) DF representation of those creatures. Nagas and gnolls, for instance, tend to have varying levels of culture (nagas commonly having some form of a nation or nations, gnolls often being roving mercenaries of some kind) and technology (such as metal armour and weapons). Animal people in Dwarf Fortress are very primitive in comparison; as far as I know the aboveground animal peoples tend to just mill around in big blobs and talk nonsense, typically mostly if not entirely naked, whereas their underground counterparts have some (rather poorly simulated) primitive tribal societies and technology such as blowpipes.

Also maybe it's just me, but I find some of the new descriptions almost... overly neutral? I know Toady's descriptions have a fairly neutral tone to them to begin with (eg. yetis are described as "a large ape-like creature", and many other fantastical creatures have similar descriptions that compare them to more mundane ones), but occasionally many of the more monstrous creatures are described as just that. For instance, minotaurs are described as "[a] giant humanoid monster with the head of a bull", but your rewritten description for them loses the monster part, describing them as "[a] tall, brutish [wo]man with woolly legs and arms, large hooves, and a bull's head."

Thanks for your thoughts.

I'll think about reverting the harpy and naga name changes. I'll still relocate the wings and include "harpy-like" in the descriptions (but I won't do the same for the snake people and naga). In my next round of description editing I'll append adjectives like "monstrous" where it appears, to try to bring things closer to Toady's work. (I should add I was already doing this).

The above ground animal people are intelligent enough to talk: the minotaurs even taunt you. Just start Adventure mode as one.

Then on the other hand in the same minotaur description (and some of the other monster descriptions I've seen) it mentions how they like being naked... Maybe it's just me, but I'd rather not think about whether the giant bovine monster slaughtering my dwarves is naked or not! Haha.

I might have gone to far with the "they like being naked" bit, but factually speaking they are naked, and I'm willing to bet it would be one of the most obvious things about them. It's the reason I mention it. I get that it might not be for everyone, but I'm not much of a fan of censorship and it's certainly (to me) one of the things that I'd notice first. It's not like I mentioned nudity for just the tiger men and the jackal women and such, it's also mentioned for roach men and worm men.

I mentioned they enjoyed being naked because it seems (to me) like that's true: they often stay naked. If they're intelligent enough to talk to your dwarves and join your fort they're certainly smart enough to know what pants are (at least when they see a pair). It's not perfect: if you start as one in adventure mode you'll be wearing clothing, but I thought it would be a nice touch to differentiate [CLOTHING] creatures from the non clothing creatures. I've had a monkey man steal a pair of pants and make off with them, but it's not like he wore it after.

As an aside, it's not my fault our culture censors these things. You expect me to believe the giant trolls in the Hobbit lovingly crafted loincloths for themselves and tie them on each morning? They're naked as is realistic in DF, I just pointed it out.

I can compromise by going through and at least removing the fun, somewhat closer to risque references and only using the "naked" or "nude" adjective. I was personally enjoying the fun additions though, but that's just my personality type.

Perhaps a good compromise solution would be doing a lite version that has all the gameplay improvements, but doesn't have any (extensive) description/creature name changes. If you wind up doing this, I'd seriously recommend looking into using some sort of a patch/diff solution to generate a set of diffs that you can apply to the vanilla files to reduce the manual version management headache, in case you're not doing that already. Git might work too.

A version of Revised that doesn't include descriptions isn't really in the cards. I've worked so damn hard on them that it feels like the soul of the mod.. I know to most people Revised is mostly just a collection of bug fixes, but for me I've spent almost 2 years on the descriptions (off and on) and the bug fixing is almost a side benefit. I'm sorry you don't like the changes: I can revert the harpy and naga changes and I can see about toning down the references to nudity (I don't want to eliminate them though).

I'm still happy to hear people's thoughts on this stuff, if people are lurking and reading this.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on November 30, 2018, 09:46:56 pm
I've released v2.0.1 as an interim fix: sincere apologies to Sver and Grimlocke, who are in the middle of compatibility patches. I'm waiting to see who else has any thoughts before making decisions about reverting harpy and naga names and whether I went too far with references to nudity or not.

In the meantime, here's a cool feature and a few small fixes.

* The intestines of tannable creatures are renamed "tough intestine" and are tannable, courtesy of the Fur, Hide, and Feathers mod (http://www.bay12forums.com/smf/index.php?topic=59634.0). Enabling it globally makes more sense to me and is easier to understand than limiting it to historical catgut, especially because most of these creatures don't even exist in the real world. Small creatures already can't be tanned in Revised, so there's still no actual cat gut thread or squirrel gut thread.
* I'd mistakenly "fixed" CHILDNAME to GENERAL_CHILD_NAME in sea serpents. This has been reverted.
* I'd added a new "SPOTS_WHITE_BLACK" descipriptor to the game, forgetting that one already existed. Reverted.
* Goblins are now always playable in adventure mode (ALL_MAIN_POPS_CONTROLLABLE), not just the traitors that joined other civilizations.
* I fixed wren people having missing names.
* I changed cavepeople back to troglodytes.
* I worked on the descriptions a little, because that's what I do.

EDIT: removed unnecessary rambling.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: CarpBiter2000 on December 01, 2018, 04:08:43 am
I'm a little perplexed, to be honest: I don't see why I have to acknowledge every culture's mythology here any more than other fantasy works do. Harpies and naga are common fantasy tropes.
I'm going to grumble a bit and say that fantasy tropes aren't doing a good job of acknowledging mythology sources either, and the only game I know of that pays homage to actual mythology is Dominions.

But my point was, when I see a parrot woman, I think to myself: "Oh, cool". But when I see a parrot-headed harpy, I immediately think that Sara is going to be a bit of a bitch. Those stereotypes run surprisingly deep in me, and they affect the way I interpret things I see, because all I see is a letter and a name. It's not a big deal, but I thought I'd bring it up just in case.
The stereotypes are exactly the point, to me. Without the stereotypes then the most I can give you is "this is a bluejay man" and whatever description I can fit in. It's not like modern literature is exactly filled with tales of bluejay people. By leaning on harpy and naga stereotypes people's imaginations fill in the gaps better.
That's true, but Toady didn't call animal people "harpies" or "nagas", so now some us apparently have an established perception bias. I was quite surprised by my reaction too, to be honest.

naked minotaurs issue
Personally, I thought it was a good-spirited jab at minotaurs' habit of waving their non-existent magnum dong around. Like, they're smart enough to get clothes, the adventurers are clothed, but the rest of them cosplay Biggus Dickus way too literally. I have nothing against a few little cheeky jokes here and there.
Title: Re: Revised v2.0.0 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 01, 2018, 02:39:19 pm
That's true, but Toady didn't call animal people "harpies" or "nagas", so now some us apparently have an established perception bias. I was quite surprised by own my reaction too, to be honest.

Using pre-existing fantasy names like nagas, harpies and gnolls brings along baggage that might not fit the (current) DF representation of those creatures.

As requested (https://gitlab.com/dwarf-fortress/revised/commit/996f42eec4094263b82fe73983491f11f06a27f8).
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Augur on December 01, 2018, 02:48:44 pm
Throwing my opinion in -- I do like the harp/harpy name change. The change in descriptions from original DF from "guy with animal head" to the more anthropomorphized animals seems to accommodate more creature-like names. I don't have too much experience with the mod though so I haven't seen all the descriptions.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Burneddi on December 01, 2018, 11:19:36 pm
I've read quite a bit more of the raws now, so here's the most complete feedback/thoughts I'll probably have on this!

There are a few reasons I find the descriptions weird, uncanny, and even a bit creepy. They use gendered nouns for virtually everything, while normal people refer to animals (and most non-human creatures) as "it" unless deliberately going for an affectionate tone or if the distinction is somehow relevant. Pretty much all even remotely humanoid creatures are referred to as men and women, when it would be more natural to refer them to as creatures or monsters like the vanilla descriptions do (who looks at a sasquatch and thinks "oh, that's a hairy man"?). Pretty much all humanoid creatures get two genders and most of them bear children, but I don't think this is necessary or even sensible for mythical creatures like satyrs or harpies, who are canonically exclusively male and female in their originating mythologies and probably don't subscribe to mundane rules of biology, or even for DF-original fantastical creatures like nightwings (because they're fantasy monsters and it makes just as much sense in-universe for them to be born out of the souls of dead goblins or something as it does for them to reproduce biologically). Then there's the constant, incessant reminders that things are indeed naked with their naughty bits hanging out.

So yeah, pretty much the weird sex nudism gendery anthropomorphisation stuff is what I don't like about the descriptions. Seriously puts me off.

Then there are some other niggles. Tons of creatures that represent specific species get renamed into more generic animals, such as sperm whales becoming just whales, great white sharks becoming just sharks, and black mambas becoming just mambas. I don't think there's any reason to change this when the descriptions match those specific species. Also, a handful of other creatures, such as blue jays, get renamed to remove spaces in their names, even though their proper names contain a space, but other creatures, such as large rats, don't.

Lots and lots of creatures also gain CURIOUSBEAST tags. Many of them gain a very generous selection of them, often getting all three. While I haven't done extensive playtesting, CURIOUSBEAST creatures are among the most annoying things a fort can encounter, particularly in the beginning, so I suspect adding this many can make certain kinds of embarks much more annoying. Pretty much every single primate seemed to gain all three tokens, which is a bit odd because not even the premier annoying primate in DF, the rhesus macaque, is attracted to booze.

The new leather types are pretty nice, but I don't think "feather" makes any sense. Feathers are generally used without being attached to the skin. I suspect this might be because they don't stay attached to the skin very well after the tanning process, but I don't know. Also, many creatures that have coarse, short hair are tagged as being furry in their description (ie. [TLCM_NOUN:fur:SINGULAR]), but in common use the words used for the hair of these animals (eg. cows, horses) is just hair, and their skin (with the hair attached) is called hide. This is a bit nitpicky, though!

Amidst all this criticism I must say I really dig the overwhelming majority of the actual gameplay changes though. It's the reason I'm here. In fact, I like them so much that faced with the choice of giving them up because I didn't like the descriptions, renames and other minor changes, I instead chose to spend the past five hours cobbling together a homebrew version of the mod that only has the gameplay changes without any changes to the creature names or descriptions.


EDIT: Oh yeah, forgot about the expanded dictionary. I'd rather not have my dwarves write poems about labias and rape, so I got rid of that too.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 02, 2018, 12:20:54 am
Throwing my opinion in -- I do like the harp/harpy name change. The change in descriptions from original DF from "guy with animal head" to the more anthropomorphized animals seems to accommodate more creature-like names. I don't have too much experience with the mod though so I haven't seen all the descriptions.

Thanks for your feedback! Unfortunately, I've already reverted it. I just don't feel like defending it any more. Maybe it'll appear again in a module someday.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 02, 2018, 12:52:59 am
I've read quite a bit more of the raws now, so here's the most complete feedback/thoughts I'll probably have on this!

There are a few reasons I find the descriptions weird, uncanny, and even a bit creepy.

That's pretty blunt. To be honest, it doesn't sound like you'll like Revised. I'm not sure what to tell you.

They use gendered nouns for virtually everything, while normal people refer to animals (and most non-human creatures) as "it" unless deliberately going for an affectionate tone or if the distinction is somehow relevant. Pretty much all even remotely humanoid creatures are referred to as men and women, when it would be more natural to refer them to as creatures or monsters like the vanilla descriptions do (who looks at a sasquatch and thinks "oh, that's a hairy man"?).

The vanilla descriptions already do.

(https://i.imgur.com/8DMr3VJ.png)

She may not be referred to as a woman but it's pretty clearly labelled female. All of this just comes down to how you interpret these creatures. To me, the definition of "man" and "woman" is already pretty stretched in a fantasy setting. Why are kobold females women and adder females not? I'm not sure we'll see eye to eye on this, I'm just trying to illustrate why I referred to them that way. A big part of my reasoning was that many of these creatures can join your fortress. And they can talk! If your dwarves are able to talk to a humanoid and have already noticed she's female, I don't really follow why it wouldn't be considered "woman" (although this doesn't apply to your specific example). I've also noted many times in the thread that the descriptions aren't done: the sasquatches are a prime example of that. The whole creature_standard file still needs work.

Pretty much all humanoid creatures get two genders and most of them bear children, but I don't think this is necessary or even sensible for mythical creatures like satyrs or harpies, who are canonically exclusively male and female in their originating mythologies and probably don't subscribe to mundane rules of biology, or even for DF-original fantastical creatures like nightwings (because they're fantasy monsters and it makes just as much sense in-universe for them to be born out of the souls of dead goblins or something as it does for them to reproduce biologically).

I don't like immortal creatures aside from automatons. I've stated so already. But in any case, satyresses already exist (https://en.wikipedia.org/wiki/Satyress) and I'm far from the first person working in modern fantasy to have male harpies. To be blunt: I don't care about being faithful to Greek mythology (or whatever), and I don't really understand why anybody can be expected to. This is a game with fantasy tropes in it. If we had to stick to the original mythologies then hardly anybody would be writing fantasy. I'm still a little bewildered why this is a sticking point: it's not as if Toady's game is perfectly in line with Norse mythology, even if you look only at the elements drawn from it.

To be honest, one of my secret projects was a mythology addon in which I'd try to come up with my own, Greek or Roman mythology inspired lore. Bring in wises and sages for good regions, expand on the harpies and such. I have a side folder with some work on it, but this conversation has convinced me that it's a terrible idea.

Then there's the constant, incessant reminders that things are indeed naked with their naughty bits hanging out.

So yeah, pretty much the weird sex nudism gendery anthropomorphisation stuff is what I don't like about the descriptions. Seriously puts me off.

Look, I've already started to tone it down. I'm sorry it makes you uncomfortable. I just tried to point out what I felt was already obvious (that this is a game with tons of naked animal people). I've spent a long time trying to come up with interesting things to say about these creatures, and in a relatively recent fit of inspiration I thought I'd be a little cheeky and start mentioning it. I evidently went overboard.

Then there are some other niggles. Tons of creatures that represent specific species get renamed into more generic animals, such as sperm whales becoming just whales, great white sharks becoming just sharks, and black mambas becoming just mambas. I don't think there's any reason to change this when the descriptions match those specific species. Also, a handful of other creatures, such as blue jays, get renamed to remove spaces in their names, even though their proper names contain a space, but other creatures, such as large rats, don't.

I've explained my reasoning here several times in this thread already, but sperm whales became whales because there's no other whale in DF. I'm thinking of this from an in-universe consistency type thing (in part). We call sperm whales by that name because we want to differentiate them from other whales. But Urist has no other whale to compare it to. But the bigger issue is leather: the long names are ridiculous looking, and I greatly prefer having shorter creature names for less clutter. I had the same logic for black mambas and peregrine falcons. Great white sharks became white sharks, not just sharks, and their wiki page mentions that as an acceptable alternative. And I have a personal preference for hyphenating nouns or removing the spaces where possible: when I'm playing with a fixed width font, I find helps makes item names easier to parse.

Lots and lots of creatures also gain CURIOUSBEAST tags. Many of them gain a very generous selection of them, often getting all three. While I haven't done extensive playtesting, CURIOUSBEAST creatures are among the most annoying things a fort can encounter, particularly in the beginning, so I suspect adding this many can make certain kinds of embarks much more annoying. Pretty much every single primate seemed to gain all three tokens, which is a bit odd because not even the premier annoying primate in DF, the rhesus macaque, is attracted to booze.

I can revert this if it's too bad: it didn't seem too annoying in my playtesting, and I enjoyed the additional challenge. These changes were contributed by Warlord255.

The new leather types are pretty nice, but I don't think "feather" makes any sense. Feathers are generally used without being attached to the skin. I suspect this might be because they don't stay attached to the skin very well after the tanning process, but I don't know.

I can revert feather. I was experimenting with World of Warcraft again and admiring a pair of feathery leather pants I picked up somewhere. That's where I got the inspiration from. I'll wait a bit before deciding about this one: I kind of like it. It's worth noting that because small creatures don't yield leather in Revised, almost all of the animals you'd get this from don't exist in real life, so the properties of their feathers are a little suspect.

Also, many creatures that have coarse, short hair are tagged as being furry in their description (ie. [TLCM_NOUN:fur:SINGULAR]), but in common use the words used for the hair of these animals (eg. cows, horses) is just hair, and their skin (with the hair attached) is called hide. This is a bit nitpicky, though!

I've always disliked 'hair' here, though. I genuinely, literally don't remember the last time somebody referred to my cat's fur as "hair" (when he's still wearing it, not when it's detached). It always made reading animal descriptions feel off to me. This change was from Essential DF, and should probably be mentioned in the description.

Amidst all this criticism I must say I really dig the overwhelming majority of the actual gameplay changes though. It's the reason I'm here. In fact, I like them so much that faced with the choice of giving them up because I didn't like the descriptions, renames and other minor changes, I instead chose to spend the past five hours cobbling together a homebrew version of the mod that only has the gameplay changes without any changes to the creature names or descriptions.


EDIT: Oh yeah, forgot about the expanded dictionary. I'd rather not have my dwarves write poems about labias and rape, so I got rid of that too.

Might be worth noting that Revised started out as a continuation of the Modest mod and I renamed it to Revised for the exact reason that I didn't want people to think it was just a collection of gameplay improvements and bugfixes, but it doesn't seem to have worked. I'm genuinely not sure Revised will be for you. I'm toning down the references to nudity but I've worked damn hard on my descriptions and I'm pretty proud of them, even though they're not finished.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Burneddi on December 02, 2018, 09:20:00 am
The vanilla descriptions already do.

Yeah, I realised this shortly after posting... I guess I never noticed it and just filed that part of the descriptions under the general procedurally generated jankiness that's fairly abundant in the game.

Why are kobold females women and adder females not?
I don't think they are? Kobold females should just be referred to as kobold ♀ or something in-game, given that they lack any caste-specific name tags. But now that I think of it I'm not too sure, as virtually all of my kobold interactions are with kobold thieves who are called just that.


I've always disliked 'hair' here, though. I genuinely, literally don't remember the last time somebody referred to my cat's fur as "hair" (when he's still wearing it, not when it's detached). It always made reading animal descriptions feel off to me. This change was from Essential DF, and should probably be mentioned in the description.

Yeah, my beef was more with creatures like cows and horses, which by and large don't seem to be considered furry but rather hairy. The distinction is fairly arbitrary though.

I'm genuinely not sure Revised will be for you. I'm toning down the references to nudity but I've worked damn hard on my descriptions and I'm pretty proud of them, even though they're not finished.

Well, in a sense it isn't, because I never really had too many problems with the vanilla descriptions to begin with (personally if I were to do something about the descriptions, I'd make them more dwarfy). However, like it or not, even without its descriptions Revised is still the most complete bug-fixing & general improvements mod out there. I can't imagine I'm the only one who's only really in the market for gameplay fixes.

Perhaps one day I'll release my own mod (with blackjack etc.), but that day won't come until I figure out something to make merging raws from different mods easier. I'm not aware of any such tool existing yet (tools like KDiff help, but are still a ton of manual work), so I'd probably have to write it myself. Don't get me wrong, I really appreciate the work you're doing here — it's just that not all of it is for me, and I'd rather just have the bugfixes and such!

Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 02, 2018, 10:44:55 am
I've read quite a bit more of the raws now, so here's the most complete feedback/thoughts I'll probably have on this!
....

Does this (https://gitlab.com/dwarf-fortress/revised/commit/9e74974cedfb58ef4c836ed1a35ef0d477b202a5) meet with your approval so far, Burneddi? I'm removing every instance of woman or man in every description, and I've toned down the (admittedly repetitive) references to nudity.

Perhaps one day I'll release my own mod (with blackjack etc.), but that day won't come until I figure out something to make merging raws from different mods easier. I'm not aware of any such tool existing yet (tools like KDiff help, but are still a ton of manual work), so I'd probably have to write it myself. Don't get me wrong, I really appreciate the work you're doing here — it's just that not all of it is for me, and I'd rather just have the bugfixes and such!

There's Rubble here in the forums. Outside of using that I strongly recommend against an automated solution. Mods conflict with each other, and sometimes they conflict with each other in non-obvious ways. A diff tool is the best approach here, unless you can convince everyone to use Rubble (and even then, Rubble can't solve the "non-obvious conflicts" problem). It's why working on Revised is so time consuming.

If I was touchy about the descriptions it's because I've spent so much time on them: pretty much every lunch at work for a year now, plus time in the evenings and several full days of my last vacation. Plus evenings off and on for months before I started working at lunch. I get that there's parts you don't like, but I'd rather work on them until we're both satisfied rather than release a version that throws out all my work.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Vordak on December 02, 2018, 10:49:28 am
Is it possible to do anything with kobolds civ? - would like their population to be more than 600 on average for each civ and that they were more frequent in the fortress mode.
I myself tried to fix it by adding agriculture (INDOOR_WOOD, INDOOR_FARMING) for them, but for some reason I found that the game cannot generate civ, who live in [DEFAULT_SITE_TYPE:CAVE] with tag for farming - happens repeated world regeneration.

Your game might be more fun to read:
 ⁍ there are far more words (http://www.bay12forums.com/smf/index.php?topic=172037.0) in the language files. (GoblinCookie, Amostubel)
He is Amostubal (http://www.bay12forums.com/smf/index.php?action=profile;u=116815).
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 02, 2018, 10:51:55 am
Is it possible to do anything with kobolds civ? - would like their population to be more than 600 on average for each civ and that they were more frequent in the fortress mode.
I myself tried to fix it by adding agriculture (INDOOR_WOOD, INDOOR_FARMING) for them, but for some reason I found that the game cannot generate civ, who live in [DEFAULT_SITE_TYPE:CAVE_DET

I'll see what I can do about it! It won't be right away, but it might be an easy fix. Worth noting that I'm definitely a fan of cutebolds and I'm contemplating referring to them as "little ones" in their descriptions next version.

He is Amostubal (http://www.bay12forums.com/smf/index.php?action=profile;u=116815).

Fixed, thank you!
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Burneddi on December 02, 2018, 12:01:57 pm
Does this (https://gitlab.com/dwarf-fortress/revised/commit/9e74974cedfb58ef4c836ed1a35ef0d477b202a5) meet with your approval so far, Burneddi? I'm removing every instance of woman or man in every description, and I've toned down the (admittedly repetitive) references to nudity.

Please, you don't need to go to such extents just to satisfy little old me. I could be, and probably am, in the minority when I say that the descriptions bother me, and I can sort the problem out for myself. I don't think you should react to my feedback too radically unless multiple other people also agree with it.

Outside of using that I strongly recommend against an automated solution. Mods conflict with each other, and sometimes they conflict with each other in non-obvious ways. A diff tool is the best approach here, unless you can convince everyone to use Rubble (and even then, Rubble can't solve the "non-obvious conflicts" problem). It's why working on Revised is so time consuming.

I was thinking more along the lines of a diff tool that's smart enough to understand the raw formatting, so it can compare changes on a type and token level. Something that can automerge non-conflicting changes that only affect a couple of tokens on a type. Either way, realistically I probably don't care enough to ever actually get it done...

Perhaps Rubble can do this, but it looks too much like a full-blown mod manager than a merging tool to me.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 02, 2018, 03:08:14 pm
Have a belated comprehensive v2.0.0/v2.0.1 changelog (https://gitlab.com/dwarf-fortress/revised/compare/v1.7.0...v2.0.1), everybody! This just does a comparison for you if you're not used to diff tools. 68 changed files with 157701 additions and 10948 deletions. Fun times.

Please, you don't need to go to such extents just to satisfy little old me.

No worries. Work on this is progressing. (https://gitlab.com/dwarf-fortress/revised/commit/fb4acd79d8721c807cb7254b8cd0559f74356032) This will delay the next release: I don't have much longer today and it's back to work tomorrow. This will at least give Grimlocke and Sver a chance to catch up.

I was thinking more along the lines of a diff tool that's smart enough to understand the raw formatting, so it can compare changes on a type and token level. Something that can automerge non-conflicting changes that only affect a couple of tokens on a type.

When I say conflict, I'm including "soft" conflicts. Creatures that fill identical niches. Items and materials that unbalance your combat mod. That sort of thing. No tool can automate  handling this and IMO you should never trust somebody's description about their mod when you're merging work for others. They might have missed something in their documentation. I think merging things for other people to enjoy should be done thoughtfully (which is always going to be time consuming).
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on December 02, 2018, 03:21:09 pm
This will at least give Grimlocke and Sver a chance to catch up.

Heheh, yeah, well, I still got plenty of stuff to do for the next update: decided to rewrite the weapon sets and extrapolate on that elven weapons idea for a new optional (varied army compositions for humans and goblins). And that's before I start to merge the new Revised files in and organize some new folders to pack away old clothing, although, these two things should be fairly quick to do. So, I'll probably linger till the 2.0.2 (?) update, if there's something that deals with the b_detail_plan_default, body_default, c_variation_default or material_template_default.

Btw, I'd like to report that there don't seem to be any problems with the removal of melting points for organic materials as of previous version. Creatures on arena seem to burn just fine, even though it takes a bit more time for them to receive damage this way. I didn't want to bring back the fat bleeding, so they don't die as fast as in vanilla, though.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 02, 2018, 03:34:32 pm
Heheh, yeah, well, I still got plenty of stuff to do for the next update: decided to rewrite the weapon sets and extrapolate on that elven weapons idea for a new optional (varied army compositions for humans and goblins). And that's before I start to merge the new Revised files in and organize some new folders to pack away old clothing, although, these two things should be fairly quick to do. So, I'll probably linger till the 2.0.2 (?) update, if there's something that deals with the b_detail_plan_default, body_default, c_variation_default or material_template_default.

Btw, I'd like to report that there don't seem to be any problems with the removal of melting points for organic materials as of previous version. Creatures on arena seem to burn just fine, even though it takes a bit more time for them to receive damage this way. I didn't want to bring back the fat bleeding, so they don't die as fast as in vanilla, though.

No rush on the next update: I have plenty of work as it is. I'm really looking forward to seeing what you can do about elves, and I'm intrigued by both the simplified clothing and the varied army compositions idea.

2.0.2 will probably have changes to that stuff, because I'm still thinking of fusing wings and arms for most/all(?) humanoids, where applicable. It's more in line with art that I see, for DF fan art, furry art, and avians in other games (https://zelda.gamepedia.com/File:BotW_Kass_Model.png).

I'll also be giving bird people arm talons and I'll be contemplating removing sponge people and giant sponges from the game, because neither make sense (sponges don't move, even in DF). No ETA.

And I'm glad to have confirmation that removing the melting point changes didn't affect anything! It's a pretty big list of changes from vanilla.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: CarpBiter2000 on December 07, 2018, 03:15:49 am
I'll be contemplating removing sponge people and giant sponges from the game, because neither make sense
Spoiler (click to show/hide)

Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on December 13, 2018, 10:09:18 am
I've noticed that quarry bushes seem to be giving leaves right away now, without the need of processing. Is this intended? If so, it is, indeed, very handy!
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 15, 2018, 08:18:10 am
I've noticed that quarry bushes seem to be giving leaves right away now, without the need of processing. Is this intended? If so, it is, indeed, very handy!

It's part of Button's changes. I should probably improve my documentation. For the plants in particular.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on December 18, 2018, 09:42:07 pm
Work is progressing (https://gitlab.com/dwarf-fortress/revised/commits/master). My current plans for the next version:

1) Finish censoring the tongue in cheek references to nudity and prefer 'primitive' and other nouns to 'man' and 'woman'. This is mostly done. The cheeky nudity references will return someday (expanded) as an optional module.

2) Remove most of the size adjectives. I've wasted so much time on the stupid size adjectives since starting my description work and I'm currently of the opinion that they add little to no value. I can understand wanting to know the size of the fictional animals and wanting to know the size of the giant and humanoid variations and such, but the vast majority of the animal creatures don't need size adjectives IMO. It'll have to be done thoughtfully, and I can't please everyone. At the very least, pests, vermin, and tiny creatures don't need to be called 'tiny'. I'd appreciate feedback, if anyone has any.

To be extra clear, I'm referring to the first adjective in every description sentence: small, tiny, large, etc. The big problem is that size is always relative (a big bird is usually only big in relation to other birds) and adjectives for this are inexact (how big is 'huge'?). I could compare everything to a human of middling size, but this is both an insane amount of work for me and problematic because most of the sizes are actually the same. The formula to scale up the humanoid and giant variations results in an awful lot of almost identically sized creatures and you actually lose some of the magic IMO if you know that. I already had a revised version where everything was compared to a real world animal as a size reference and it was awful because almost everything was grizzly bear sized. Right now everything has a consistent size adjective: small creatures are all in a certain SIZE range, huge creatures are all in a certain SIZE range, etc. But of course my laptop failing destroyed the actual numbers for this and the results aren't entirely satisfactory (because as already mentioned, creatures are usually only big or small in relation to similar animals, and trying to apply a crude system just means that every real insect in the game is "tiny" regardless of comparative size.

3) Avians should have wings as arms.

I'll see what else I add in; I have a reasonably long todo list still, but I also want to get the immediate description work sorted and off my plate soon.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: NordicNooob on January 03, 2019, 08:55:01 pm
So, uhh, I'm getting a slight problem when downloading this on windows. It seems that everything (in every single file of the raws) was compressed into a mere ~30 lines per file, completely messing up indentation and proper whitespacing.

I do note that you state something about needing a better text editor to edit things properly on windows, but I'd like to avoid downloading a 150 mb application with poor internet, and the even more drastic measure of re-adding the indentations manually is absurd given the scope of the raws.

Would there be any reason as to why I might be getting such a drastic alteration to the entire formatting of the files? I suspected it had to do with the file being zipped when I first opened it, but downloading a new copy and extracting the files from the zipped folder before opening did nothing. Downloads of other exclusively raws mods perform perfectly fine, so I'm confident in my ability to not horribly mess up a simple download.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Nahere on January 04, 2019, 12:59:15 am
The problem is that notepad doesn't read the specific newline character used. If you don't want to download a better text editor, wordpad should work instead.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: bloop_bleep on January 04, 2019, 01:52:49 am
Yeah, lines are separated by a newline (\n) on Linux, but are separated with a carriage return and a newline (\r\n) on Windows.

You could try to replace every instance of \n with \r\n by copying-and-pasting the characters, but it might just be simpler to download a better editor.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: NordicNooob on January 04, 2019, 10:19:52 am
Well dang, then. Wordpad does work, but I'm not sure if I'd like to bother fixing it all that way, and the download for the suggested file would take most of the day. I might just pass this up for now, since while the balances are nice, there's nothing too major in the terms of changing gameplay.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on January 04, 2019, 11:07:44 am
Well dang, then. Wordpad does work, but I'm not sure if I'd like to bother fixing it all that way, and the download for the suggested file would take most of the day. I might just pass this up for now, since while the balances are nice, there's nothing too major in the terms of changing gameplay.

I'm sorry! As mentioned, this is just the difference between Windows (DOS) and Linux (Unix) line endings. I use Linux, after all, and this is also the way Git stores files by default (AFAIK). I'm sorry you don't think the gameplay balance and improvements aren't worth the download. Almost every text editor you can find will allow you to open my files without any issues; Microsoft just doesn't seem to think improving Notepad is important (too busy working on new advertisements and Candy Crush integration, I guess. ^_^)

For what it's worth, the minimalist download for Notepad++ (https://notepad-plus-plus.org/repository/7.x/7.6.2/npp.7.6.2.bin.minimalist.7z) is only 1.4MB, but perhaps you'd still prefer to download a different mod than switch editors. Have a nice day!
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: bloop_bleep on January 04, 2019, 02:41:47 pm
Actually, I don't think newlines matter to the Dwarf Fortress raw parser, do they? You can still use the mod, the files just won't look pretty when you open them in a text editor.

EDIT: And by "replace" I meant using the native Notepad search & replace functionality, not doing it manually.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on January 04, 2019, 02:43:41 pm
Actually, I don't think newlines matter to the Dwarf Fortress raw parser, do they? You can still use the mod, the files just won't look pretty when you open them in a text editor.

Correct, as far as I know. It works either way for me. If there's deeper implications I'm not aware of them.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on January 04, 2019, 04:17:42 pm
Is anybody willing to do some testing, please? The newest commit (https://gitlab.com/dwarf-fortress/revised/-/archive/master/revised-master.zip) is fine and will continue to be stable for a while, as I'm working almost entirely on descriptions. All bird men now have winged arms (like bats) rather than wings on their backs. Their descriptions have not all been updated accordingly, yet.

I just want to make sure that I didn't break anything. As far as I can tell bats don't currently actually have wings, just arms and the FLIER tag, so I renamed the arms in both _FLIER bodies to "winged arms" and in the animal person creature variation I search for "HUMANOID_ARMLESS_NECK:2WINGS" and I replace it with "HUMANOID_NECK_FLIER". This works for all vanilla avians, as far as I can tell. There's also no less than 3 internal limbs separating all wings from upper bodies: right and left shoulder, connected to the right and left keel, connected to the right and left wing tendon, connected finally to upper winged arms (or just wings in the case of 2WINGS). I also cap out all armor at UBSTEP:3 instead of UBSTEP:MAX, so armor can never extend past the internal wing limbs down to cover the arms. I really, really don't want armored wings and this guarantees that they'll never be armored (in theory). How avians are expected to fly with armor covering their wings is beyond me. I don't care if this is a debuff, it's realistic. They can fly, that makes up for it.

As far as descriptions go I'm progressing. The descriptions are going to be little closer to vanilla and will generally be better written. I've also done a 180 and compromised on a few touchy issues: avians will be described as "harpies" but not outright named that (same for lamias/nagas), and all naked humanoids will have a "He/she doesn't care that he's/she's naked." appended to the description, which has the bonus of letting me remove another adjective from the (usually wordy) first sentence. Oh, and all flying humanoids will have a note about being billowy, graceful, and unnaturally comparatively thin in a bit of prose inspired by Nick Alimonos (https://www.amazon.com/Ages-Aenya-Nick-Alimonos/dp/0692957006) and in an attempt at making flying humanoids a little more realistic. Yes, it'll be a little samey/formulaic. I don't really care. I have a lot of descriptions to go through and I'm not a good enough writer to convey the same message 50 different ways. It's a constant struggle: I'm always stumbling into some fantastic bit of prose only to realize it'd need to be copy+pasted for all similar animal people.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on February 21, 2019, 06:15:24 pm
It's been a long slog but I've finally finished most of what I wanted to do with the descriptions. There's still a final editing pass just to make any last fixes to grammar and I want to make sure flying humanoids are described as unnaturally light and thin, but once that's all done I intend to move on. The description-specific portions of my todo list are (mostly) complete.

After I'll be aiming at getting a stable release out the door quickly without getting carried away. There's not actually that long a todo list for Revised in general; the tedious description writing and rewriting has occupied almost all my time and attention for this project, and soon I can finally move on. In the time it takes me to do one "editing round" of the descriptions I could have looked in 3 or 4 other mods for features to bring in (with permission), and that's being conservative.

Any feedback on where Revised in general should head would be appreciated.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Eligiblefoot on February 25, 2019, 02:28:09 am
Hey I love your mods but I'm not really a big fan of the language changes. So I use the default ones, but for some reason when using the Bitlands tileset, my game crashes if I try to design a new world with advance parameters. If I use your language files, it works fine. I'm not sure what the reason is. I have replaced language files before with no problems before.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Naryar on March 02, 2019, 02:01:33 pm
So this is sort the continuation of Button's Modest Mod ? Color me interested. Loved the original work, gonna put that in my RAWs. I tried to remove the scratch attacks from my dwarves by removing the nail tissues, but they still do scratch.

If I see any weird bugs, I'll mention them.

Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: no_way on March 06, 2019, 09:36:54 am
Eligiblefoot,

Are you sure that it is connected to the Bitlands tileset? I've also reverted the language changes from the mod for myself, and had similar crashes. I've found that entity_default.txt must also be edited. There is a [CULL_SYMBOL:ALL:OBSCENE] line for every civilization, and after removing those lines I was able to generate worlds again.

Regards,
way
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Eligiblefoot on March 07, 2019, 01:25:24 pm
Eligiblefoot,

Are you sure that it is connected to the Bitlands tileset? I've also reverted the language changes from the mod for myself, and had similar crashes. I've found that entity_default.txt must also be edited. There is a [CULL_SYMBOL:ALL:OBSCENE] line for every civilization, and after removing those lines I was able to generate worlds again.

Regards,
way


Ah thank you. You are right. It is not related to Bitlands itself.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on March 09, 2019, 10:12:05 am
Hey I love your mods but I'm not really a big fan of the language changes. So I use the default ones, but for some reason when using the Bitlands tileset, my game crashes if I try to design a new world with advance parameters. If I use your language files, it works fine. I'm not sure what the reason is. I have replaced language files before with no problems before.

Sorry, I'm a little attached to the language changes. I'm happy you sorted out how to remove them.

So this is sort the continuation of Button's Modest Mod ? Color me interested.

No (sorry). Well, yes and no. Technically the Modest Mod was where I started, but I don't have the same design goals as the Modest Mod. I want to change things, not just collect bug fixes. I've ignored many little fixes that I felt weren't necessary. I'm a minimalist, so I still end up sticking closely to vanilla, but I don't want people to get the idea that there'll never be any flavour changes or gameplay additions. I already was updating the Modest Mod unofficially, and I renamed it to do my own thing. Hopefully you're still interested!
 
Loved the original work, gonna put that in my RAWs. I tried to remove the scratch attacks from my dwarves by removing the nail tissues, but they still do scratch.

If I see any weird bugs, I'll mention them.

Please feel free to report any bugs, typos in the descriptions, or request features. Thank you!

Eligiblefoot,

...

Thank you for helping!
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on March 09, 2019, 10:46:57 am
I'm hoping to finally get the next release soonish. I don't intend to be in development forever. Once I'm finally content with the descriptions (my next release, probably) I have a bit of a todo list and then I'm going to consider it done. I'll update it for new DF releases, probably still poke the descriptions sometimes, and maybe still update it when the mood strikes, but I want things to be fairly stable and I want to actually be able to play the game. My goal is to spend most of Toady's BIG WAIT without an update (maybe a new module though) so that people can just play and enjoy it.

I don't know what the current status of Revised is in Meph's Tileset, but my next release is probably a good time to update things. The descriptions are the biggest source of churn by far (unless people are trying to hand-merge the language files) and I don't expect future releases to be as hard to merge. The comments were the other big source of diff churn and I'm trying to avoid changing those now unless they're inaccurate.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Sver on March 10, 2019, 05:08:49 am
It appears that using ":" in a description cuts it off there and then, as can be seen in the human description. You've probably noticed it already, but I just wanted to let you know.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on March 10, 2019, 01:09:32 pm
It appears that using ":" in a description cuts it off there and then, as can be seen in the human description. You've probably noticed it already, but I just wanted to let you know.

Crap. Thank you for the report! I've fixed it (https://gitlab.com/dwarf-fortress/revised/commit/a787cb3a637edd87597b72087e9996d151c93fc1). The descriptions don't (usually) need in-game testing and I've been working on them for so long that it's been a while since I needed to test anything.
Title: Re: Revised v2.0.1 for v0.44.12.
Post by: Taffer on March 10, 2019, 03:22:42 pm
Dwarf Fortress Revised v2.1.0 is finally released! Here's the full changelog (https://gitlab.com/dwarf-fortress/revised/compare/v2.0.1...v2.1.0). Thank you for your patience, everybody! This represents a lot of work, despite the short changelog below.

* Bird people don't have back-wings anymore, their arms and their wings are the same. This is more consistent with player expectations and artwork. Armor should never cover the wings due to some internal limb shenanigans, because armored wings shouldn't be flightworthy. More information here (http://www.bay12forums.com/smf/index.php?topic=161832.msg7910295#msg7910295). While I'm at it, I at least tried to include a bit about "unusually light bodies" for all flying humanoids. I want to go further and actually make them unnaturally thin, but that's probably better done in the RAWs than in the description tag.
* More importantly, the descriptions are finally finished. Probably. Writing is never finished, just abandoned; I think they're in a good enough place for me to stop obsessing over them. I've tried to compromise in regards to the nudity, and I've brought all of the descriptions closer to the vanilla descriptions, particularly in regards to animal people and giant variations. Some more information is here (http://www.bay12forums.com/smf/index.php?topic=161832.msg7902716#msg7902716), although I changed my mind about the word 'primitive'.
* GoblinCookie's Expanded Dictionary has been updated to v0.2.

In case my note to Meph was missed above: I'm hoping that the next few releases will have a comparably small amount of line-by-line changes, so this might be a good release for anyone to re-base off of.

Please continue to let me know if there are bugs or if you have suggestions, including for the descriptions.

I don't know when the next release will come, but I work a lot faster on gameplay changes than I do on rewriting things. I could also definitely use some volunteers to help test things, if I need it.

... and I'm intrigued by both the simplified clothing and the varied army compositions idea.

I'm still interested in simplified clothing but I don't remember at all what I mean by varied army compositions. I've been working on the descriptions for too long.

I'll also be giving bird people arm talons...

This wasn't done. I was in a Zelda mood and Kass (https://zelda.gamepedia.com/File:BotW_Kass_Model.png) was my "source material" here. It also complicates the raws unnecessarily: I'd need to keep the talon-scratch and kick change from the Modest Mod (because they use the same limb), and add a new one throughout. Too much noise.

... and I'll be contemplating removing sponge people and giant sponges from the game, because neither make sense (sponges don't move, even in DF).

This seemed like an unnecessary deviation from vanilla.
Title: Re: Revised v2.0.1 for v0.44.12.
Post by: Sver on March 10, 2019, 04:22:48 pm
... and I'm intrigued by both the simplified clothing and the varied army compositions idea.

I'm still interested in simplified clothing but I don't remember at all what I mean by varied army compositions. I've been working on the descriptions for too long.

Well, now that I've got an update as a base for the next release, these two are certainly on their way ;)

Varied army compositions is the idea I'm playtesting currently: basically, it means creating a bunch of duplicate entity files for, say, goblins, but giving each a different arrangement of weapons and armor. The problem I've always had with default-style entities is that they randomly dispense all kinds of available weapons across the invading troops, which is particularly painful to watch after I've spent so much time at making these weapons work in a certain distinct way. Varied army compositions aim to address it by creating, for instance, a type of civ that only uses pikes and crossbows, or only two-handers and plate armor, or only top-tier weapons and big shields with no armor, etc.
Obviously, the player will only get one type of civ per race as a neighbour, but since this is somewhat random, and the player can pick fights with whoever they want as of late, this doesn't seem like a problem to me.
Title: Re: Revised v2.1.0 for v0.44.12.
Post by: Taffer on March 12, 2019, 01:37:46 pm
There's a poll up. Comments are welcome.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Teneb on March 12, 2019, 02:03:24 pm
There's a poll up. Comments are welcome.
While I voted for the second option, I think a better solution is to rename <Animal>man to <Animal>folk. Much like the standard fantasy Lizardfolk.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Taffer on March 12, 2019, 02:09:47 pm
While I voted for the second option, I think a better solution is to rename <Animal>man to <Animal>folk. Much like the standard fantasy Lizardfolk.

I liked this so much that I built it into the poll as part of the first option. Thanks for the suggestion! It'd be a little odd looking at a "masked lovebird folk" (singular), but it works IMO.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Thundercraft on March 12, 2019, 03:05:30 pm
Taffer, first of all, I want to express my gratitude for sharing this mod and admiration for the continued work and keeping it updated.

Something I wanted to ask about: I've noticed there are a few differences (a few features that seem missing by way of omission/mention) between the readme for v2.1.0 and v1.7.0.

Your new readme does mention "hippos and orcas aren't benign", but says nothing of warthogs.

I have a suspicion that most of these are no longer mentioned because Toady got around to fixing them. But I wanted to ask.

While I voted for the second option, I think a better solution is to rename <Animal>man to <Animal>folk. Much like the standard fantasy Lizardfolk.

I liked this so much that I built it into the poll as part of the first option. Thanks for the suggestion! It'd be a little odd looking at a "masked lovebird folk" (singular), but it works IMO.

For dilemmas on what Revised should or should not change, I think we should consider: What is the primary goal or aim of Revised? Is it to more-or-less fill the role that Modest Mod used to serve: To fix some bugs and make very minor changes that virtually nobody would object to? Is it to change things for the sake of realism, convenience or to better fit traditional fantasy tropes? Or, perhaps, is it something in between?

Of course, since this is Taffer's mod, he would have to answer that. But I would point out that more and more controversial changes would, inevitably, lead some to decide to avoid using Revised.

If the purpose of Revised is the former - to fix things and make changes that are not controversial - then I don't think a change such as this is wise. For one thing, changing the names of various things in Dwarf Fortress - particularly the names of animal people or other races - will confuse new players.

It is especially confusing or inconvenient in how such radically-altered names would not align with the names used in the official wiki. If we, for example, type in "Lizardfolk" in the search form and click, we get "There were no results matching the query." However, if we type in "Lizardman", the wiki redirects to "Reptile man" and it gives us the relevant info.

EDIT:
This push to rename animal people from using the "-man" suffix to using the "-folk" suffix is not motivated by a desire for the game to be made more PC... is it...?  :-\
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Splint on March 12, 2019, 04:24:00 pm
My vote is leave the names on a singular basis as they are (coyote man, coyote woman for example,) but perhaps use -folk suffix as a better plural, at least for the ones that are less of a mouthful - coyote folk, mantis folk, and so on seems like a more natural sounding plural to differentiate them from the other variations of the animal they're based in. Similar to how human men and women are collectively just called humans, or dwarf men and women would collectively just be called dwarves (with the understanding it's not what these creatures call themselves, since why would they append themselves as whatever-men/women or whatever-folk.)
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Vordak on March 12, 2019, 05:20:00 pm
Alternatively, more archaic constructions  (https://en.wikipedia.org/wiki/Cynocephaly)can be used. For coyote man - coyotecephalus, coyote woman -coyotecephales.

I do not think that one word construction will be suitable for all types of semi-animals.

But in principle the suffix "-folk" is great, and the fact that it is impossible to apply gender distinction for him is good, because for civilized races do not care what about talking toad sex. All these dog -man and -woman have a negative association with comics.

Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Thundercraft on March 12, 2019, 06:46:33 pm
My vote is leave the names on a singular basis as they are (coyote man, coyote woman for example,) but perhaps use -folk suffix as a better plural, at least for the ones that are less of a mouthful - coyote folk, mantis folk, and so on seems like a more natural sounding plural to differentiate them from the other variations of the animal they're based in.

Actually... I... could get behind this idea. As long as the singular name is left as it is in vanilla DF (allowing us to still search them in the wiki), having a "-folk" or some other plural name should not pose as much of an issue.

Alternatively, more archaic constructions  (https://en.wikipedia.org/wiki/Cynocephaly)can be used. For coyote man - coyotecephalus, coyote woman -coyotecephales.

You want to make animal men names that complicated to pronounce and remember?  :o Please no! Those are real tongue twisters. How can anyone other than a biologist or major science nerd appreciate them?

But in principle the suffix "-folk" is great, and the fact that it is impossible to apply gender distinction for him is good, because for civilized races do not care what about talking toad sex. All these dog -man and -woman have a negative association with comics.

I'm willing to admit this:
In principle, I have no major objection to the use of "-folk" or "-kin" instead of "-man" or "-men" for animal people... That is, unless the motivation to do so is to push some social agenda or avoid sounding politically incorrect. Otherwise (in principle), it doesn't bother me what term is used.

However, I do not like deviating from vanilla DF too much, especially if it makes the official wiki rather useless as a game reference.

Why make the idea exclusively a Revised thing? If using "-folk" or "-kin" really is such a better way of naming them, then why not post it in a separate suggestion thread or otherwise try to bring the idea to Toady's attention? At least, if Toady decides to do this, then the wiki would get updated with the new names and it would still remain highly relevant to Revised users.

Edit:

Also, have you considered how, the more Revised deviates from vanilla DF, the more unlikely it is to get another mod to work with Revised without a lot of work? If not even the names of various creatures and races are the same, then getting it to work with another mod would probably be a chore.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Splint on March 12, 2019, 07:05:44 pm
Actually that's a good point, regarding the wiki usage. While it's not that big an issue to look when on the wiki itself, it's still something that if just googling an animal man (such as to check if they're gonna try to steal your shit,) but they're called [animal] kin or [animal] folk, you'd probably not get any results related to dwarf fortress, barring some of the more obscure animals like the various bird people.

Also I'm gonna vote "no" on names that sound overly scientific. The common person in these world would just use man/woman on an individual basis, or kin/folk when dealing with a group, if I had to guess. The animal focused nerds and priests though might go for the more sciency names.  :P

EDIT: Not gonna lie, a lot of animal people sound like really obscure or low effort/lazy comic book character names.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Taffer on March 12, 2019, 07:50:23 pm
This got a lot more attention than I'd expected! I'll try to reply to everybody, but first I think there's a bit of confusion. This is what I want to fix:

(https://i.imgur.com/fPWyLHM.png)

Once again, this isn't about politics, this description is (to me) inaccurate. This is literally just about me looking at a hyena woman and having the game tell me I'm looking at a hyena man.

Taffer, first of all, I want to express my gratitude for sharing this mod and admiration for the continued work and keeping it updated.

Thank you so much for the kind words!

Something I wanted to ask about: I've noticed there are a few differences (a few features that seem missing by way of omission/mention) between the readme for v2.1.0 and v1.7.0.

I think I'll add a proper mission statement to the OP, but as I said several times throughout the thread: I'm a minimalist. I want to improve the gameplay, readability, and atmosphere of Dwarf Fortress in a minimal way. The definition of minimal often means "as few changes from the default raws as is reasonable". I'm comparing my whole mod (once again) to the vanilla raws, line by line, and I want every change to be justified. There's still a lot of changes, but I can agree with the logic behind all or most of them. I encourage people to disagree with me where they think I'm off.

- I think this is still a fix in one spot, I'll find it sometime during my comparisons and add a note to the OP, and report something on Toady's bug tracker. The other spots with missing brackets were all about nail growth, and I'm guessing this was "commented out" deliberately.
- None of this seemed important enough to justify its inclusion.
- This didn't seem important enough to justify its inclusion.
- This didn't seem important enough to justify its inclusion.
- This didn't seem important enough to justify its inclusion.
- I reverted the warthog change because I didn't think it was important, but on further investigation the BENIGN tag directly contradicts both Toady's description and the PREFSTRING, so I'll bring the fix back. Maybe report this on the bug tracker as well.
- This didn't seem important enough to justify its inclusion.

I have a suspicion that most of these are no longer mentioned because Toady got around to fixing them. But I wanted to ask.

I don't even know if all of it is reported. Reporting more bugs was on my todo list.

For dilemmas on what Revised should or should not change, I think we should consider: What is the primary goal or aim of Revised? Is it to more-or-less fill the role that Modest Mod used to serve: To fix some bugs and make very minor changes that virtually nobody would object to? Is it to change things for the sake of realism, convenience or to better fit traditional fantasy tropes? Or, perhaps, is it something in between?

Of course, since this is Taffer's mod, he would have to answer that. But I would point out that more and more controversial changes would, inevitably, lead some to decide to avoid using Revised.

As already mentioned, "I'm interested in improving the gameplay, readability, and atmosphere of Dwarf Fortress in a minimal way". Or something. Doesn't mean I won't add things: I'm thinking about adding mastodons to the next release, for example, because the arctic can get a little..samey right now.

If the purpose of Revised is the former - to fix things and make changes that are not controversial - then I don't think a change such as this is wise. For one thing, changing the names of various things in Dwarf Fortress - particularly the names of animal people or other races - will confuse new players.

It is especially confusing or inconvenient in how such radically-altered names would not align with the names used in the official wiki. If we, for example, type in "Lizardfolk" in the search form and click, we get "There were no results matching the query." However, if we type in "Lizardman", the wiki redirects to "Reptile man" and it gives us the relevant info.

This is a decent argument against a change to "snowy owl daemon", but if I changed the default name to "snowy owl person" (with a plural of folk) I'd still keep the "snowy owl man" and "snowy owl woman" caste names.

This push to rename animal people from using the "-man" suffix to using the "-folk" suffix is not motivated by a desire for the game to be made more PC... is it...?  :-\

It's pretty jarring (in my opinion) looking at what the game labels a "hyena man", only to realize that it's actually a "hyena woman". This has nothing to do with politics and everything to do with consistency.

My vote is leave the names on a singular basis as they are (coyote man, coyote woman for example,) but perhaps use -folk suffix as a better plural, at least for the ones that are less of a mouthful - coyote folk, mantis folk, and so on seems like a more natural sounding plural to differentiate them from the other variations of the animal they're based in. Similar to how human men and women are collectively just called humans, or dwarf men and women would collectively just be called dwarves (with the understanding it's not what these creatures call themselves, since why would they append themselves as whatever-men/women or whatever-folk.)

I also like the folk suffix, but this doesn't address my concern: I don't want to look at an animal woman's description just to have the game tell me it's a man, that's all. Perhaps "coyote person" isn't so terrible after all, but (unfortunately) I can't think of a singular version of "coyote folk".

Alternatively, more archaic constructions  (https://en.wikipedia.org/wiki/Cynocephaly)can be used. For coyote man - coyotecephalus, coyote woman -coyotecephales.

I do not think that one word construction will be suitable for all types of semi-animals.

But in principle the suffix "-folk" is great, and the fact that it is impossible to apply gender distinction for him is good, because for civilized races do not care what about talking toad sex. All these dog -man and -woman have a negative association with comics.

I like simple language where possible, so I wouldn't use "cephalus". It has to be a separate word anyways, because some of the animal people have multiple words for a name (eg snowy owlcephalus?)

Regardless of what civilized races care about, every description is gendered when you look at it in DF, even the flies. And the player's POV isn't the POV of an ingame civilized race.

Thank you for your thoughts!

Actually... I... could get behind this idea. As long as the singular name is left as it is in vanilla DF (allowing us to still search them in the wiki), having a "-folk" or some other plural name should not pose as much of an issue.

What if the caste name was the same, and I give up on the "daemon" suffix? Coyote person or perhaps coyote sprite (with a plural of coyote folk). The caste name still shows up in many places, so the player can still google it.

You want to make animal men names that complicated to pronounce and remember?  :o Please no! Those are real tongue twisters. How can anyone other than a biologist or major science nerd appreciate them?

I like simple language, to the point where I replaced "herbivore" with "plant-eater" for a while in the descriptions. I think I walked back a bit on that, but not to worry. Scientific language won't end up anywhere in my descriptions or names.

I do not like deviating from vanilla DF too much, especially if it makes the official wiki rather useless as a game reference.

I don't like deviating from vanilla DF too much either, but where I draw the line is inevitably going to be different from others. I just hope I can continue to do what I want without upsetting too many people.

Why make the idea exclusively a Revised thing? If using "-folk" or "-kin" really is such a better way of naming them, then why not post it in a separate suggestion thread or otherwise try to bring the idea to Toady's attention? At least, if Toady decides to do this, then the wiki would get updated with the new names and it would still remain highly relevant to Revised users.

I'm a pragmatic fellow. I don't really care about influencing Toady, I just want to do my own thing with my mod. I don't have the patience to post a suggestion then wait 3 years to find out if it made it in.

Also, have you considered how, the more Revised deviates from vanilla DF, the more unlikely it is to get another mod to work with Revised without a lot of work? If not even the names of various creatures and races are the same, then getting it to work with another mod would probably be a chore.

This is exactly why I don't want to deviate much from the vanilla RAWs unless I think the change is worthwhile.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Splint on March 12, 2019, 08:13:44 pm
Either I'm always high and never noticed, or I'm seriously unobservant. I could have sworn female animal people had the "woman" part as a caste level name that'd show up on the unit list and such.  :-\

Demon/daemon: Definitely against that. Considering what else shares a similar name, it'd be a bit confusing.

Neutral term for them: Not in favor of it, because in my book, anything that reduces at-a-glance information for a unit is a bad thing. It'd be like making pigs, regular badgers, or armadillos genderless at a glance (which can be important for animal captures/maintaining breeding stocks,) but that's just my opinion. I'm trying to stay neutral. I'd be more in favor of fixing the botched caste-level names if possible, or just not bothering if that's not do-able (because it'd be more effort than it'd be worth.)
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Shonai_Dweller on March 12, 2019, 10:40:46 pm
Either I'm always high and never noticed, or I'm seriously unobservant. I could have sworn female animal people had the "woman" part as a caste level name that'd show up on the unit list and such.  :-\
Vanilla raws are "hyena man" and "hyena woman". Vanilla description is "A person with the head and markings of a hyena", not whatever that screenshot above was from.

Is vanilla not reading the raws correctly? In which case not much point in making any suggestions to Toady, but posting a bug reoort instead.

I like (and use in my own mod) -folk.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Taffer on March 12, 2019, 10:55:00 pm
Vanilla raws are "hyena man" and "hyena woman". Vanilla description is "A person with the head and markings of a hyena", not whatever that screenshot above was from.

Is vanilla not reading the raws correctly? In which case not much point in making any suggestions to Toady, but posting a bug reoort instead.

I like (and use in my own mod) -folk.

Screenshot above is from Revised with my tileset and color scheme. The game doesn't use the caste name everywhere it should, as shown above. Everyone's talking about folk as a plural form, but my question was about the singular general name, not the caste name and not specifically only the plural form. I'm leaning toward " sprite" and " folk" for the plural at the moment.

Honestly I wouldn't have opened a poll for discussion if I was just going to rename the plural form to "folk" and leave everything else alone, I would have just done it.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Splint on March 12, 2019, 11:49:24 pm
When you read or hear sprite, you don't think of some roughly human-sized thing (hell, you don't even think of something the size of a kobold.)  You think of some kind of real small, annoying fey creature, which most animal men aren't. Or I do anyway, can't speak for anyone else. But considering, unlike other fey creatures (such as fairies that our cats so love to nom,) they aren't restricted to good biomes, I would say sprite isn't a good term.

I've also never read or heard the term "folk" be used to refer to anything in the singular, except for maybe a Werewolf: The Apocalypse source book, and I don't even know if kinfolk there were referred to as such in the singular.

Also whatever-kin make me think of a rather unfortunate subculture on the internet.

If it'd work decently, I'd suggest calling them Tribals instead. That's basically what they are anyway, mobile and more skittish versions of the tribes found underground. Otherwise I'd suggest just leave them be. Doesn't seem worth it for the potential shitshow a touched nerve can cause, given the current troubles in gaming elsewhere.

EDIT: Obviously, nothing anyone else says matters at the end of the day, cause it's your mod and you do you.

I just personally don't like the idea of them essentially being redefined as something akin to unicorns, demons, spirits, or fairies when they're just  either weird looking people, or weird looking animals, depending on point of view, and not bound to places you would expect to see a sprite or what have you, but rather places considered too wild to easily tame/establish civilization; nor do I like loss of information (I can usually tell at a glance of the unit screen what gender a tribal is. I don't think I've ever actually seen a glitch like the one in the screenshot.)
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Shonai_Dweller on March 13, 2019, 05:26:27 am
Vanilla raws are "hyena man" and "hyena woman". Vanilla description is "A person with the head and markings of a hyena", not whatever that screenshot above was from.

Is vanilla not reading the raws correctly? In which case not much point in making any suggestions to Toady, but posting a bug reoort instead.

I like (and use in my own mod) -folk.

Screenshot above is from Revised with my tileset and color scheme. The game doesn't use the caste name everywhere it should, as shown above. Everyone's talking about folk as a plural form, but my question was about the singular general name, not the caste name and not specifically only the plural form. I'm leaning toward " sprite" and " folk" for the plural at the moment.

Honestly I wouldn't have opened a poll for discussion if I was just going to rename the plural form to "folk" and leave everything else alone, I would have just done it.
Ah, yes, I see. The creature name is all "-man", so when it uses that instead of the caste it's weird, of course. I see I named all my new animal people -person/-people (sometimes one word, sometimes hyphenated) and the actual entities -folk. You've now inspired me to rename the rest of the vanilla "-men".

So, if it's the creature name, are you thinking of something like "a male hyena-folk", "a female polar bear-folk", etc?

It seems a bit off to me. "-sprite" works better. But I'll stick with "person". Most of the time it seems to catch the caste name OK, and bugs will get fixed eventually.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Teneb on March 13, 2019, 07:52:56 am
Vanilla raws are "hyena man" and "hyena woman". Vanilla description is "A person with the head and markings of a hyena", not whatever that screenshot above was from.

Is vanilla not reading the raws correctly? In which case not much point in making any suggestions to Toady, but posting a bug reoort instead.

I like (and use in my own mod) -folk.

Screenshot above is from Revised with my tileset and color scheme. The game doesn't use the caste name everywhere it should, as shown above. Everyone's talking about folk as a plural form, but my question was about the singular general name, not the caste name and not specifically only the plural form. I'm leaning toward " sprite" and " folk" for the plural at the moment.

Honestly I wouldn't have opened a poll for discussion if I was just going to rename the plural form to "folk" and leave everything else alone, I would have just done it.
Ah, yes, I see. The creature name is all "-man", so when it uses that instead of the caste it's weird, of course. I see I named all my new animal people -person/-people (sometimes one word, sometimes hyphenated) and the actual entities -folk. You've now inspired me to rename the rest of the vanilla "-men".

So, if it's the creature name, are you thinking of something like "a male hyena-folk", "a female polar bear-folk", etc?

It seems a bit off to me. "-sprite" works better. But I'll stick with "person". Most of the time it seems to catch the caste name OK, and bugs will get fixed eventually.
AFAIK, it should only use the "Hyena Man" for a female in two situations: when talking about items/materials made from one, and in the Arena. That's because in either of those situations the game looks at NAME instead of CASTE_NAME.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: ZM5 on March 13, 2019, 11:00:11 am
Yeah, what Teneb said. It's just an arena+material deal, so my vote goes to leaving their names as they are.

If you look at other creatures that have different caste names in the arena you'll see the same thing (i.e if you spawn in a giantess, arena still calls it "Giant 1"), so it's just a quirk and not something that'll pop up in game.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Taffer on March 13, 2019, 01:10:33 pm
It seems I was mistaken as to the extent of the problem and this is a pretty diff-intensive change, so I'll probably abandon the idea given that it's controversial. Thank you to everyone who voted and gave feedback!
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Taffer on March 13, 2019, 01:23:15 pm
Re: today's announcement

I have no interest in supporting my work anywhere outside of GitLab or the Bay12 forums. If it isn't posted by spiral-king on GitLab or by Taffer on the Bay 12 forums, then I didn't make it.
Title: Re: Revised v2.1.0 for v0.44.12 (a poll is up)
Post by: Shonai_Dweller on March 15, 2019, 06:03:38 pm
It seems I was mistaken as to the extent of the problem and this is a pretty diff-intensive change, so I'll probably abandon the idea given that it's controversial. Thank you to everyone who voted and gave feedback!
The other place that this occurs, and I don't know whether you'd even consider it an issue, is in the util, Legends Viewer (which is pretty popular as far as I know - more so than in-game Legends Mode perhaps). That uses the creature name for it's descriptions. So, yeah, you'd probably consider this an issue for Legends Viewer to fix, but it is more widely seen than just in the arena.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: CarpBiter2000 on March 16, 2019, 07:53:06 am
I know I'm late to the party, but I'm dissapointed that nobody had suggested to use "dude" for all those gender things:
"Hey, there's a hyenadude in my fortress!"
"A keadude stole an anvil!"
"We're under attack by flying squirrel dudes!"

Look at this. That's poetry waiting to happen.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Sver on March 16, 2019, 05:16:55 pm
I know I'm late to the party, but I'm dissapointed that nobody had suggested to use "dude" for all those gender things:
"Hey, there's a hyenadude in my fortress!"
"A keadude stole an anvil!"
"We're under attack by flying squirrel dudes!"

Look at this. That's poetry waiting to happen.

But what's for those of us who are not into the whole brewity thing?
Title: Re: Revised v2.1.0 for v0.44.12
Post by: ZM5 on March 16, 2019, 05:35:04 pm
I would support Dwarf Fortress: Surfer Edition.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Naryar on March 18, 2019, 11:53:55 pm
Alright. Very minor feedback Played one or two fortresses so far. Haven't been getting deep into the mod or looking for mod errors, but here's what I think.

-Didn't see any noticeable bugs.
-Not sure I'm fond of some of the renaming (like the term "male harpy" triggers me a bit. Harpies are monogendered in myth, damn it.), also while I appreciate the additional diversity in words, the names it produces are even more WTF. Half of the names seem based upon various types of gemstones, which seems fitting thematically for dwarves but does truly produce some odd results.
-Are picks no longer the second best (and most entertaining) weapon apart from vanilla whips/scourges ? That would change a bit my gamestyle. Goodbye war miners. And from what little I've seen in combat, I like the other changes.
-I like the reflavoring of creature description so far.
-How do you edit your raws ? I swear I cannot touch those raws anymore due to them being so condensed now. (And I enjoy editing stuff and making a few flavor changes.) Do you use Notepad++ or something like that ?
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Taffer on March 19, 2019, 08:31:21 am
Alright. Very minor feedback Played one or two fortresses so far. Haven't been getting deep into the mod or looking for mod errors, but here's what I think.

-Didn't see any noticeable bugs.

Thank you for the feedback! Let me know if you do encounter any bugs or typos!

-Not sure I'm fond of some of the renaming (like the term "male harpy" triggers me a bit. Harpies are monogendered in myth, damn it.), also while I appreciate the additional diversity in words, the names it produces are even more WTF. Half of the names seem based upon various types of gemstones, which seems fitting thematically for dwarves but does truly produce some odd results.

I like mythology myself. I have several books on greek mythology, actually. (I like this one best (https://www.amazon.ca/Mythology-Timeless-Heroes-Anniversary-Illustrated/dp/0316438529)). It sounds like you just haven't read much modern fantasy with male harpies, to be honest. There's plenty of them today. People tend to treat the original myths as canon when they find something they haven't seen yet and ignore the original myths when it's something they're used to. Dwarves aren't mentioned as short in Norse mythology, for example, and there's plenty of things originally Tolkien in Dwarf Fortress that nobody complains about. I happen to like using the term, but I've also read several fantasy series now that use it.

I'll have to play some more before making up my mind about the Expanded Dictionary, but you're not the only one that doesn't like it.

-Are picks no longer the second best (and most entertaining) weapon apart from vanilla whips/scourges ? That would change a bit my gamestyle. Goodbye war miners. And from what little I've seen in combat, I like the other changes.

No, picks are tools and aren't intended for combat. Just like in vanilla DF, the weapons are balanced for different uses in different situations. I should document Sver's changes better, but for the most part you can read about them here (http://www.bay12forums.com/smf/index.php?topic=170474.0). I've integrated most of Sver's DF Combat Reworked except for some minor things and except for all the added items.

-I like the reflavoring of creature description so far.

Thank you! I worked for a long time on them.

-How do you edit your raws ? I swear I cannot touch those raws anymore due to them being so condensed now. (And I enjoy editing stuff and making a few flavor changes.) Do you use Notepad++ or something like that ?

You'll need to use a better text editor (https://notepad-plus-plus.org/) to edit these files in Windows.

I'm not recommending a better text editor here, it's a truthful sentence as written. I don't care which one is used, because almost every downloadable text editor will let you see the files as intended.

I run Linux, not Windows. The files have different line endings.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Sver on March 19, 2019, 02:05:35 pm
-Are picks no longer the second best (and most entertaining) weapon apart from vanilla whips/scourges ? That would change a bit my gamestyle. Goodbye war miners.

Yeah, that would be a tweak from my mod. Never quite liked it how the pick was the ultimate weapon, not only possessing great attack properties, but also being easily trained to the max by the "so useful, it is inevitable" civilian labor. Now it's sort of a very unwieldy, two-handed war hammer, which can be used as a cheap anti-armor weapon. Other than that, pretty much what Taffer said.

Glad you like the experience in general :)
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Sver on March 30, 2019, 03:02:57 pm
Two little issues I'd like to report on:

1) In body_default.txt > [BODY:HUMANOID_6ARMS]
   * [BP:LUA1_J:first left shoulder:STP] - has a duplicate line.

2) Not a Revised issue per-say, but a one that is present in vanilla DF.
   In b_detail_plan_default.txt > [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]
   * [BP_POSITION:BY_CATEGORY:TOOTH:FRONT] - is lacking. Every other facial feature is defined like this, however.
   * [BP_RELATION:BY_CATEGORY:CHEEK:AROUND:BY_CATEGORY:TEETH:100] and [BP_RELATION:BY_CATEGORY:LIP:AROUND:BY_CATEGORY:TEETH:100] - there is no "TEETH" bp category in vanilla DF. Needs to be replaced with "TOOTH" for proper functioning.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: flyteofheart on April 03, 2019, 11:28:58 am
Hey! Been playing this mod for ages, love it. So glad you did not implement some of the more extreme changes like unifying leather and such. Im happy with everything you have changed.

However iv gotten to the point where I like adding modded races and creatures and items to my games to spice it up. Im curious what I can do to merge a big civ/invasion mod like ZM5s with this one. I know the obvious things like making sure I merge the default raws sensibly, like adding any zm5 reactions to your edited dwarf raw.

But what would be the best way to give the other civs the combat changes? Or is that already seperate from their individual new raw pages? For example making their unarmed combat weaker and their ribs have more coverage or whatever else changes you have made. And perhaps include some more of svers weapons.

Any advice would be helpful. Im not asking you to do it for me ofc, im more than willing to painstakingly do it! I tend to set up a "modded profile" and play with it for months before changing anything so its worth it to me.

Thanks!
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Sver on April 06, 2019, 02:53:40 am
They should be mostly compatible - at least the ones which use vanilla materials for their bodies and equipment, since those are packaged in a separate file (material_template_default.txt). Same applies to body_detail_plan.txt which contains the tweaks to rib coverage and head thickness. Taking a brief look at ZM's raws, I can say that there is no unnecessary use of modded materials or body plans - so the only creatures standing out of the balance will be the ones intended to stand out.

The unarmed combat nerf would need to be applied individually to each new creature, though - by adding/modifying the [ATTACK_VELOCITY_MODIFIER:500] (the default value is 1000) tag to each natural attack.

As for weapons, you'd really need to replace the entire thing with my stuff. The easiest way, I think, is to take the closest analogue for a ZM's weapon from my mod and then copy and replace everything on a ZM's weapon, except for its tag and name. This saves you the time editing every single entity file otherwise and keeps the flavor. For instance, take the bloodsucking nobles from the Darkest Dungeon pack: their rapiers can be replaced with my estoc's properties to make them more balanced, while retaining the idea of a stabby sword.

ZM's armors should be fully compatible as is.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Iliithid on April 07, 2019, 09:40:25 am
I hadn't updated the mod in a while so I hadn't noticed the new "expanded" language files before, but I really feel they could use some trimming, otherwise just removing it; at the moment the names it creates by giving every object in the game a word (whether or not it's grammatical (it mostly isn't) are huge unreadable strings of syllables. I appreciate the sentiment of an extended language but it goes beyond flavour into hindering being able to understand a screen when the names too often try to string together 'The Microcline-block Faint-Yellow-Diamond Mechanic's-Workshop of White-Millet-Plants' as dwarven. Every other facet of the mod is so great it kind of baffles me.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Splint on April 07, 2019, 10:22:56 am
Yeah, the expanded dictionary might be a bit too expanded. Though it does sometimes invoke some neat stuff like "The Chaos Hinterlands" for a region name.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Sver on April 07, 2019, 01:01:46 pm
Gotta agree on this one, the hyphenated words just turn a lot of names into a word salad.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Taffer on April 08, 2019, 12:09:55 am
The expanded dictionary will be deleted. I'm just busy lately, but I'll try to get around to fixing the reported errors, knock a few things off of the todo list, and I'll remove the expanded dictionary.

I'd mentioned mastodons earlier--I probably won't add them after all. Mostly I just don't want to spare the time testing them properly and making sure they don't skew creature populations heavily.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Pwnzerfaust on April 11, 2019, 02:04:16 am
Is it normal that in adventurer mode, attacks seem to be way slower than normal? Like a regular slash or stab with a longsword is "VVSlow".
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Sver on April 11, 2019, 01:23:36 pm
Is it normal that in adventurer mode, attacks seem to be way slower than normal? Like a regular slash or stab with a longsword is "VVSlow".

Yes. That's a part of the weapon rebalance from my mod. Combat speed has been readjusted and generally made much slower. 'Stab', 'slash' and similar attacks have been made proportionally slower. As a counterbalance, most edged weapons have been given new 'jab' and 'cut' attacks which are a faster, yet weaker variations (will still cause bleeding in poorly armored targets). The reasoning and the goals for this are as follows:
- A walking step in DF is roughly 9 ticks. A sprinting human step is about 6-7 ticks. Realistically, landing a full swing would take about the same amount of time as a running step does, and recover would take about half a step. Thus, the average swing now has 7:4 for prepare:recover time.
- This makes movement speed more important in combat overall. As the combat is now slower-paced in general and wall-to-wall combat specifically is less deadly (easier blocking), active tactics and squad microing in Fort Mode become much more fun and fruitful than with vanilla attack speeds; in Adv Mode, combat is less random and fighting multiple opponents at once is notably harder. Over time effects, such as bleeding, will also be more important, and so will be any other background event that can happen during the longer attack delays.
- This system allows for much more diversified weapon speeds and, thus, better reach simulation. Pikes now have a very meaningful advantage over, say, an axe, even at higher skill levels.
- Skills now matter more too. I don't know how the exact speed bonus is calculated, but in vanilla there are basically only 3 levels of combat speed: "no skill" (3:3), "average skill" (2:2) and "as fast as mechanically possible" (1:1). The new system should give a much better feel of progression.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Taffer on April 11, 2019, 01:52:39 pm
The expanded dictionary will be deleted.

No it won't be. I like it too much. Instead I'm manually cleaning it up by removing bigly and hypenated words; I'll also see about reverting all vanilla words back to their original spelling (comparing to vanilla will be possible again) and doing a sanity pass over the whole thing (no duplicated words anywhere, no missing translations, etc) I have chosen the way of pain. If anyone has any particular words to complain about or (more) feedback about the dictionaries, please let me know. Words removed so far:

-perigee
-abrogate
-abjure
-abseil
-abstruse
-agglomerate
-aggrandize
-agoraphobia
-apartment
-arboriculture
-arriviste
-assonance
-boardroom
-bomb
-bootee
-bouffant
-boucle
-bouillon
-bradawl
-braille
-breathing-space
-bric-a-brac
-briefcase

This will take a while, and I'm still fairly busy IRL. I'm documenting everything so I can pass the feedback onto GoblinCookie. No ETA, but my sincere hope is that after a thorough review (or two) the dictionaries will be more palatable to people. Unless you were complaining about the new lewd words; in that case you'll still need to complain, because I enjoy them.

They should be mostly compatible - ...

Is it normal that in adventurer mode, attacks seem to be way slower than normal? Like a regular slash or stab with a longsword is "VVSlow".

Yes. That's a part of the weapon rebalance from my mod.
...

Thank you so much for being responsive to issues, Sver. Knowing how to answer these kinds of questions is a big concern of mine whenever I bring in another author's work.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Pwnzerfaust on April 11, 2019, 06:16:42 pm
I see! Thank you, that makes a lot of sense. I was worrying there was some bug with the new weapon sizes or something causing the game to freak out and give the speed as abnormally slow.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Iliithid on April 12, 2019, 03:18:10 pm
Honestly glad you chose the wheel of pain here, as a lot of the words did spice things up. I had started to do a manual pass myself but I just don't have the brainspace for it. It feels much more in line with the whole flavour of Revised to meticulously pore over the whole dictionary making edits like an insane hermetic scholar, even if it means we don't get a release for a bit. Kudos to you for your efforts.
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Taffer on April 12, 2019, 03:48:01 pm
The current list of removed words, just to give people a better idea of the kind of words going away. This isn't an exhaustive list of all changes either, sometimes I'm substituting simpler language. There's an awful lot of gray area here: I'm thinking of words like meridian, radius, diameter, etc. I don't want to remove too much so I haven't been; an argument could be made though that these kinds of domain-specific words will never be used in context anyway and I want to hear people's thoughts on that.

Spoiler (click to show/hide)

I want to re-iterate that all feedback is valuable here, even (and particularly) specific sentences or names that seem out of place (along with where you saw them, the context). The more feedback I get the more I can polish this up. Cleaning up the dictionaries is a lot more than just removing the big words: often a word is common as a verb (for example) but it's never used as a noun. Or perhaps a word is associated with a specific context that it shouldn't be. Or maybe one of the noun patterns is wrong (eg [OF_NOUN_PLUR]).

Honestly glad you chose the wheel of pain here, as a lot of the words did spice things up. I had started to do a manual pass myself but I just don't have the brainspace for it. It feels much more in line with the whole flavour of Revised to meticulously pore over the whole dictionary making edits like an insane hermetic scholar, even if it means we don't get a release for a bit. Kudos to you for your efforts.

I'm honestly glad as well, actually. It's got me working on Revised again and I'm excited to see the cleaned up dictionary myself. Thank you!
Title: Re: Revised v2.1.0 for v0.44.12
Post by: Iliithid on April 12, 2019, 04:58:30 pm
I'll keep an eye out for phrases or misuses that nag me and post them when I can. I know I've come across a lot already but I'll make sure to actually note syntactical stuff going forward. There's plenty of using verbs as nouns and other nonsense that comes to mind.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12)
Post by: Warlord255 on April 17, 2019, 05:08:18 am
If you're taking suggestions, Taffer, I've dipped back in after a while and would love to offer some stuff; grasping tails for snakemen and smaller reptile-men, for example, though I don't know how you'd feel about that.

One omission I thought appropriate to fix is the lack of training weapons for mace/hammer dwarves. A remedy is offered below, if desired.

Spoiler (click to show/hide)
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12)
Post by: Taffer on April 17, 2019, 08:05:41 am
If you're taking suggestions, Taffer, I've dipped back in after a while and would love to offer some stuff; grasping tails for snakemen and smaller reptile-men, for example, though I don't know how you'd feel about that.

Welcome back! I'm always taking suggestions and criticism. I've seen the embedded internal grasping tails here and there in the forums, and I'm interested. Why should the reptile people be smaller?

Look at your bonfire mod! I was focused on the descriptions for a while but now's when I was going to go through my todo list, and looking at your Bonfire 2.0 mod (and your Better Bugmen mod) is on it. I posted a question in the Bonfire thread wondering if it could be made more lightweight, and it looks like there's some concern in there about functionality?

One omission I thought appropriate to fix is the lack of training weapons for mace/hammer dwarves. A remedy is offered below, if desired.

Spoiler (click to show/hide)

I'll consider adding training cudgels and mallets! The weapons side of my mod is Sver's work at this point, and I think Sver has these as well. I'll look into adding it. The next update will take a bit because I'm trimming the expanded dictionary.

Thank you for the suggestions!
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12)
Post by: Warlord255 on April 19, 2019, 06:28:10 am
Having a VERY strange bug. Bows are listed as digging implements and battle axes refuse to show up in embark despite multiple worldgens and attempts to adjust their variables - metal training axes show up instead. Gonna post in Sver's thread as well, since I'm pretty sure it has to do with his item adjustments.
Edit: Fixed.

As for the Bonfire mod: The core function is still bugged because of smoke pathfinding. Dwarves will not move through smoke willingly sometimes, which means that they'll become stuck on the workshop. They may also be getting stuck because of a lack of another task to immediately pull them away, which causes a brief "what do I do now?" pause that gets them caught on fire. However, the addition of metal poison/coal poison dusts to ore smelting and reactions works flawlessly and adds a fair bit of !!fun!! to the metalworking industry. I could probably stand to rework Peat somehow, though, but it's been so long I'd have to re-learn what the hell I'm doing with it and the installation of it is far too cantankerous. Conceptually, the idea of free infinite fuel with a chance to start a fire seems like a good tradeoff.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on April 26, 2019, 05:20:31 pm
I'm on hiatus for now. This is feeling more and more like a chore, to be honest. I don't think I've sat down to actually play in years, excluding testing here and there. No idea when or if I'll return.

Sorry. Hopefully somebody is willing to up to maintain this.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Asin on April 26, 2019, 11:26:27 pm
Sayonara, Taffer.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Iliithid on April 27, 2019, 04:05:49 am
Health and enjoyment always come first. Take all the time you need.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Dragonslayerelf on May 03, 2019, 08:29:20 am
Is Vordak still working on his graphics?
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Symmetry on May 07, 2019, 05:15:15 pm
This was a cool project.  Thanks for doing it as much as you did Taffer.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Darkond2100 on May 18, 2019, 07:23:37 pm
I'm messing with this right now, using the latest version on the git to update Meph's tileset LNP, which has an older version.
When was [SHELL], [ITEMS_HARD] and [ITEMS_SCALED] removed from [MATERIAL_TEMPLATE:CHITIN_TEMPLATE] in the material_template_default? Was this because chitin was made useable as a leather, and didn't need to be a shell?
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Sver on May 19, 2019, 05:47:38 am
Huh, thanks for noticing!

It appears that Taffer wanted to do something with it, like a unique type of chitin-leather (there is a template for it), but either rolled back or didn't quite finish, as the template is not used anywhere and chitin just yields regular leather.

Personally, I think shell-chitin is more fun and useful.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Darkond2100 on May 19, 2019, 09:58:24 pm
Yeah, after I go through adding all of Taffer's changes, I'm going to add yours as well. Any tips?
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Darkond2100 on May 20, 2019, 06:13:45 am
Giant animal versions always have COPY_TAGS_FROM, so why put in the work of duplicating tags like [APPLY_CREATURE_VARIATION:SCALES_YIELD_LEATHER]? I don't think it's one of the tags that's excluded, like caste tags.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Sver on May 20, 2019, 12:51:04 pm
Yeah, after I go through adding all of Taffer's changes, I'm going to add yours as well. Any tips?

Well, compared to the version of my mod previously merged with Revised, you'd need to update attacks for all melee weapons, as well as ammo. You may or may not want to update MATERIAL_SIZE values (price to produce, in bars of metal) accordingly - Taffer had his own way about it, as some player's may find my values extreme, especially when it comes to armor.

I've made a couple of fixes/tweaks in b_detail_plan_default.txt (highlighted by "Sver"), which are pretty straightforward improvements.

Then there are some more controversial changes in body_default.txt, namely, facial features getting integrated inside the head (to make them covered by helmets and targeted less). There are also thickened joints, which I suggest to include for the overall balance.

A whole bunch of stuff got changed in material_template_default.txt since then. So much that it would probably be best to use a comparision tool for updating.

Outside of combat/damage balance itself, I've made some small tweaks to civs, such as giving [AMBUSHER] to humans and making dogs usable by humans and dwarves as siege minions (through the [ANIMAL] tag). I've also revamped elven weapons to have them rely on certain army composition rather than overpowered sticks. Again, may or may not wish to include these.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Loki333 on May 27, 2019, 08:19:30 am
I love everything this does, along with Sver's combat mod.  I am curious about a few of masterwork's features though; primarily the new workshops and a couple of the additional invaders.  Any word on how they may interact with installing these over masterwork's pack?  I would have thought someone must have tried, but can't find any reference to compatibility between them anywhere. 
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Darkond2100 on May 27, 2019, 10:46:27 pm
I love everything this does, along with Sver's combat mod.  I am curious about a few of masterwork's features though; primarily the new workshops and a couple of the additional invaders.  Any word on how they may interact with installing these over masterwork's pack?  I would have thought someone must have tried, but can't find any reference to compatibility between them anywhere. 
I've got an okay understanding of this. Revised makes a lot of changes to creature and tissue templates in b_detail_plan_default.txt, body_default.txt, and c_variation_default.txt. These changes will make pretty much all creatures tougher, and instances of combat will last longer. Any modded creatures or races that masterwork adds to the game willl get these changes.
But Revised also goes back into every specific humanoid race and nerfs their unarmed melee attacks. Removing Scratching and biting from many humanoids, and adding a velocity limitation on strikes. Any modded creatures or races that masterwork adds to the game won't get these changes.
As a result, non-vanilla creatures will be subjectively stronger.
And masterwork weapons aren't balanced in the same way as Revised weapons. Masterwork weapons have very different costs and effectiveness in combat.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: DerMeister on May 28, 2019, 01:17:45 am
Monogendred humanoids must be monogendered. Just make another way to reproduce. Example harpy can do interaction transform spouse conversion target and female into harpy. Or make two very different castes, example male is satyr, female is driade.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Loki333 on May 28, 2019, 08:58:17 am
But Revised also goes back into every specific humanoid race and nerfs their unarmed melee attacks. Removing Scratching and biting from many humanoids, and adding a velocity limitation on strikes. Any modded creatures or races that masterwork adds to the game won't get these changes.
As a result, non-vanilla creatures will be subjectively stronger.
And masterwork weapons aren't balanced in the same way as Revised weapons. Masterwork weapons have very different costs and effectiveness in combat.

So I wouldn't need to merge anything manually?  I was concerned about it creating crashes if it's expecting stuff to be there that isn't.  I don't know anything about the way Masterwork is packaged and how checking different parts on and off in its loader actually works behind the scenes. 
I don't expect too many invaders to come unarmed, and scratching and biting don't sound inappropriate for demons/naga/raptormen.  Masterwork's weapons and armor and extra creatures are no big loss. 

I am interested in the slower learning/farming and more leather mods.  The key thing for me is the workshops though.  Specifically the library, liaison's office, and the finishing forge.  I assume Masterwork's workshops wouldn't have the updated costs for things like armor though. 
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Rose on May 28, 2019, 09:09:20 am
This mod looks interesting. I'll be watching this thread.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Warlord255 on May 28, 2019, 06:40:04 pm
This mod looks interesting. I'll be watching this thread.

Sadly, Taffer's currently on an indefinite haitus. If you're looking for more polish, however, I've got a sanctioned spinoff of this mod going in a mod of my own: http://www.bay12forums.com/smf/index.php?topic=173907.0

Notable additions thus far include standardized animalman armor sizes, animalman skill/ability boosts, tons of vocalizations, sneaky snakes, and enjoyment-syndrome cheese which has been surprisingly rewarding to play with. Wierder, less vanilla options (like animalman invader civs) are offered as optional modules. Give it a try if you like!
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on June 25, 2019, 02:27:21 pm
Taffer shudders and begins to move! (No promises of restarted development of either my graphics or my mod yet, but if you like my work then you can probably take this post as a good sign)

Is anybody interested in helping me sort out the Expanded Dictionary, even if it's just in an advisory role? I was going to quietly plug away at it but it's bloody tedious and it's not obvious to me which words I should excise and which I should leave alone. I like the Expanded dictionary too much to delete it, but it obviously needs some care and attention.

For example: equator. Worth keeping? It's not used as a symbol for anything and while yes, it's a word (maybe even a familiar one), if it's just in the purely random pool it'll never be used in context anyway. That's just one example of many.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Splint on June 25, 2019, 02:34:26 pm
I'd like to help, but my track record for helping with things is spotty.

But regardless, specific colors, common items, or body parts that are missing would probably be work keeping. But specific colored-block stuff that I think I saw and other overly specific hyphenated things would probably be worth dumping entirely.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on June 25, 2019, 04:19:00 pm
Giant animal versions always have COPY_TAGS_FROM, so why put in the work of duplicating tags like [APPLY_CREATURE_VARIATION:SCALES_YIELD_LEATHER]? I don't think it's one of the tags that's excluded, like caste tags.

Will fix if I do restart development. Thank you. Any excuse to get rid of unnecessary deviations from the vanilla raws.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on July 01, 2019, 11:04:37 pm
I'm messing with this right now, using the latest version on the git to update Meph's tileset LNP, which has an older version.
When was [SHELL], [ITEMS_HARD] and [ITEMS_SCALED] removed from [MATERIAL_TEMPLATE:CHITIN_TEMPLATE] in the material_template_default? Was this because chitin was made useable as a leather, and didn't need to be a shell?

Huh, thanks for noticing!

It appears that Taffer wanted to do something with it, like a unique type of chitin-leather (there is a template for it), but either rolled back or didn't quite finish, as the template is not used anywhere and chitin just yields regular leather.

Personally, I think shell-chitin is more fun and useful.

I removed SHELL, ITEMS_HARD, and ITEMS_SCALED from chitin because I was watching Nausicaa of the Valley of the Wind and I thought crafting chitin pants would be a pretty awesome feature. I stopped using the specific chitin leather material because I realized I just didn't care much if the leather was actually different in protection levels from regular leather and I didn't want the headache of an additional material to balance. I'll have to decide what to do with it: I kind of like chitin pants though.

Monogendred humanoids must be monogendered. Just make another way to reproduce. Example harpy can do interaction transform spouse conversion target and female into harpy. Or make two very different castes, example male is satyr, female is driade.

I disagree: having two genders for every monogendered creature is one of my favourite things about Revised. Sorry! If it's any consolation, the automatons are still monogender. I'm open to differentiating the castes I introduced better, and I welcome suggestions.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Wannabehero on July 02, 2019, 05:54:19 pm
I removed SHELL, ITEMS_HARD, and ITEMS_SCALED from chitin because I was watching Nausicaa of the Valley of the Wind and I thought crafting chitin pants would be a pretty awesome feature. I stopped using the specific chitin leather material because I realized I just didn't care much if the leather was actually different in protection levels from regular leather and I didn't want the headache of an additional material to balance. I'll have to decide what to do with it: I kind of like chitin pants though.

As a personal fan of chitin-based clothing/armor, I support the concept in its entirety. I like to look to art from the Elder Scrolls games as great examples of the concept of chitin armor and clothing.

Spoiler (click to show/hide)

A particular balance issue with giving chitin the SHELL tag is that crafting items will only use 1 unit of chitin per item.  A large chitinous creature (like a GCS) will provide enough units of chitin to craft a lot of pants, breastplates, helms, or what-have-you. It's a little out of balance compared to the 1 leather you get from a similar sized Grizzly Bear (leather balance is addressed in other mods, which I know you know).  Chitinous creatures provide a boat-load of crafting materials if using the SHELL tag.  BONE is a little better, as I think crafting bone items will use multiple bones per item.

As to material property balance, I say give chitin essentially identical properties to bone and call it a day.  In my personal mods (which includes chitin armor), I gave chitin slightly higher Shear/Tensile/Torsion/Bending properties over bone (but still less than copper), and identical Impact/Compression properties as bone. Its been very pleasing to play with dwarves sporting *Giant Cave Spider Chitin Helm* and -Giant Horseshoe Crab Chitin Breastplate- as lightweight training armor and general civilian militia garb.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on July 05, 2019, 04:00:36 pm
Giant animal versions always have COPY_TAGS_FROM, so why put in the work of duplicating tags like [APPLY_CREATURE_VARIATION:SCALES_YIELD_LEATHER]? I don't think it's one of the tags that's excluded, like caste tags.

After looking into it, this isn't actually duplicated. If you look, the creatures that have [APPLY_CREATURE_VARIATION:SCALES_YIELD_LEATHER] don't have it in their base variations: this is because the base creature is too small to yield leather. Creatures that are large enough to have it in the base creature definition don't duplicate it in the humanoid and giant variations. Let me know if this isn't the case.

I'm going to get rid of scale leather entirely though, to be honest. Mod-added scaly creatures and randomly generated scaly creatures won't yield scale leather either, and I like consistency. It's also an unnecessary deviation from vanilla, IMO.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12)
Post by: Taffer on July 05, 2019, 04:14:52 pm
I'm officially taking Revised out of hiatus and to celebrate I opened a poll. Renamed creatures: yeah or neah? Please vote!
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Wannabehero on July 05, 2019, 04:26:35 pm
I'm going to get rid of scale leather entirely though, to be honest. Mod-added scaly creatures and randomly generated scaly creatures won't yield scale leather either, and I like consistency. It's also an unnecessary deviation from vanilla, IMO.

Modifying the SCALE_TEMPLATE to include the LEATHER token and MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE prevents the need of a new scale_leather template.  When butchered, your tanners will simply tan the raw scale into "Creature" scale.  Then your dwarfs can run around with *alligator scale trousers* with only the addition of two tokens to one material template.

And hurray for end of hiatus!  Love your work with Revised.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on July 05, 2019, 06:55:55 pm
Modifying the SCALE_TEMPLATE to include the LEATHER token and MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE prevents the need of a new scale_leather template.  When butchered, your tanners will simply tan the raw scale into "Creature" scale.  Then your dwarfs can run around with *alligator scale trousers* with only the addition of two tokens to one material template.

I think I tried this before?

Spoiler (click to show/hide)

Almost every scaly creature explicitly removes parchment and leather materials, which is how I ended up with my current (just reverted) solution. In a way it would make much more sense to do what Wanderer did and go through the raws and replace STANDARD_MATERIALS with a new SCALES_MATERIALS and put the REMOVE_MATERIAL monkey business where it belongs, in a global place, but that's not the Revised way. Too many changes, too inconsistent with generated creatures.

...
And hurray for end of hiatus!  Love your work with Revised.

Thank you! I'll slowly plug away at the next release, cleaning a few things up, reviewing the Revised fork to see what I can bring back in, re-comparing with Sver's mod, and making chitin like bone. I wanted to add rawhide (or something similar) as a strong reward leather for dragon leather, hydra leather, and more, but I'm not seeing how to cleanly give it to megabeasts and such so I've scrapped the idea.

Cleaning up the expanded dictionary is still on the todo list and it feels like it'll take me a long time to sort out: however, this time I'm helping and deferring to GoblinCookie so at least it's not a blocker for the release. People can enjoy the word soup until it's properly cleaned up a little.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on July 05, 2019, 08:00:06 pm
As to material property balance, I say give chitin essentially identical properties to bone and call it a day.  In my personal mods (which includes chitin armor), I gave chitin slightly higher Shear/Tensile/Torsion/Bending properties over bone (but still less than copper), and identical Impact/Compression properties as bone. Its been very pleasing to play with dwarves sporting *Giant Cave Spider Chitin Helm* and -Giant Horseshoe Crab Chitin Breastplate- as lightweight training armor and general civilian militia garb.

This is done. Great idea. Chitin was already toughened in Revised and is now treated just like a stronger version of bone for the purposes of crafting (only large bugs though).
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12)
Post by: Taffer on July 05, 2019, 08:42:13 pm
I'll try to avoid further spam as I work on the short todo list I posted to Wannabehero. I've already started merging (some) of Vanilla-Spice Revised back into Revised proper. See the Gitlab commit history for details.

I just want to add that if anyone has any feature requests, now's a great time to speak up.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Taffer on July 09, 2019, 10:33:35 am
I've been working on helping the Expanded Dictionary get cleaned up, which is a significant amount of work in total. It's progressing, though. I can't help you if you're uncomfortable with some of the added words, though. I like them. I'm focusing on removing obscure words, not lewd ones.

I'm also still going through the differences between Vanilla-Spice Revised and Revised. I'll hold off on discussing this until I've completed the work, and then I can properly discuss which parts I'm keeping and which parts I'll leave to the forked version.

In the meantime, I'm trying to go back and address some of the wonderful criticism I've received in the past. Please keep it coming! I apologize if people think this is spam, but I'd like to follow up with the comments I've gotten so people don't feel ignored.

Then there are some other niggles. Tons of creatures that represent specific species get renamed into more generic animals, such as sperm whales becoming just whales, great white sharks becoming just sharks, and black mambas becoming just mambas. I don't think there's any reason to change this when the descriptions match those specific species.

Currently up for voting. I'll count this as a 'No' vote to the current poll if Burneddi hasn't logged in recently when the poll's closed.

Also, a handful of other creatures, such as blue jays, get renamed to remove spaces in their names, even though their proper names contain a space, but other creatures, such as large rats, don't.

Blue jays now have a space in their names again. I'll keep an eye out when I compare to vanilla again and see where else I went too far.

Lots and lots of creatures also gain CURIOUSBEAST tags. Many of them gain a very generous selection of them, often getting all three. While I haven't done extensive playtesting, CURIOUSBEAST creatures are among the most annoying things a fort can encounter, particularly in the beginning, so I suspect adding this many can make certain kinds of embarks much more annoying. Pretty much every single primate seemed to gain all three tokens, which is a bit odd because not even the premier annoying primate in DF, the rhesus macaque, is attracted to booze.

Might warrant a poll. I don't mind reverting it, but one of my biases for Revised is that I think the vanilla game is surprisingly easy, once you're used to the UI. I think primates nicking supplies is nice flavor, even if it's not necessarily always realistic. As I admitted elsewhere, I've hardly played recently, so I'd appreciate some insight. If I don't hear much I'll try to playtest this myself.

The new leather types are pretty nice, but I don't think "feather" makes any sense. Feathers are generally used without being attached to the skin. I suspect this might be because they don't stay attached to the skin very well after the tanning process, but I don't know.

Reverted. 'Feather' leather no longer exists, it's just named leather. I'll think about whether I want 'fur' to continue existing (right now giant cat leather, for example, is usually renamed to fur) and whether I want 'hide' to continue (intelligent leather, applied inconsistently). I'd always intended to implement Wanderer's tiered leather, but I had concerns about balancing the leather, I didn't like that megabeasts wouldn't get awesome leather, and people said they didn't like simplified leather. All of which lead me to my current system as a sort of apologetic replacement, where certain types of leather are at least named differently. Perhaps they deliberately keep the feathers on while tanning. Apparently this didn't work as well as I'd hoped.

Also, many creatures that have coarse, short hair are tagged as being furry in their description (ie. [TLCM_NOUN:fur:SINGULAR]), but in common use the words used for the hair of these animals (eg. cows, horses) is just hair, and their skin (with the hair attached) is called hide. This is a bit nitpicky, though!

Reverted. Hair is referred to as such in the descriptions again, not fur.

Quote from: DF wiki
Because ewes and rams have the same total body size, the added horns on rams actually make the rest of their body slightly smaller than an ewe's.

pls fix? ;)

I'm not going to fix this. I know I obsess over adjusting creature descriptions and adding flavor, but tweaking this seems like a lot of extra differences from vanilla for very little payoff. This doesn't come out in-game in any meaningful way. I might report this to Toady, though.
Title: Re: Revised v2.0.1 for v0.44.12. All creature descriptions rewritten!
Post by: Warlord255 on July 09, 2019, 03:26:39 pm
Lots and lots of creatures also gain CURIOUSBEAST tags. Many of them gain a very generous selection of them, often getting all three. While I haven't done extensive playtesting, CURIOUSBEAST creatures are among the most annoying things a fort can encounter, particularly in the beginning, so I suspect adding this many can make certain kinds of embarks much more annoying. Pretty much every single primate seemed to gain all three tokens, which is a bit odd because not even the premier annoying primate in DF, the rhesus macaque, is attracted to booze.

To weigh on on this: the CURIOUS suggestions were partially mine, which Taffer ran with. My thought has always been that the majority of DF wildlife fails to interact with your fort, and that's regrettable. Hunting for meat and other products quickly becomes irrelevant in vanilla DF, and only bears, Keas and macaques use CURIOUS tags to interact with your fort. Adding more of these allows for those interactions to happen outside the narrow biomes which may not even have those creatures. This is especially true for magical creatures like satyrs which, being sentient and unkillable, have no purpose other than cruel slaughter for slaughter's sake.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on July 22, 2019, 05:42:34 pm
I've finished bringing Revised up to speed with its fork. I thought of sending long emails to Warlord255 about this but I'd rather get community feedback. Please respond with your thoughts, whoever is reading this!

Before I continue: none of this is intended to be a slight against Warlord255. We just have different visions for the future of Revised. I'm posting this in large part because I want to give people a chance to disagree with me, and because I thought Warlord255's work deserved a thorough look. Everything I list below is a feature of Vanilla-Spice Revised that I didn't include. There's plenty I did include, and I'll discuss that when I finish the new version.

I uploaded a cleaned version of Vanilla-Spice Revised for Warlord255 here (http://dffd.bay12games.com/file.php?id=14470). It should be identical to Revised, except for the changes I didn't integrate. It doesn't contain every file of the original mod, either. It's literally meant as a basis for the next version of Vanilla-Spice Revised, because the fewer the differences between the two mods the more we can lean on each other.

VSR gives animal people grasping tails
This adds a lot of changes to the base files and I'm concerned about side effects, such as mittens going on tails and such. I also have a bit of trouble seeing how legless animal people can use their tails to attack or hold things, seeing as they're currently using it for balance.

VSR gives many creatures (mainly snakes) mischievous tags
The effect is great "A copperhead snake! Drive it away!", but I'm concerned about side effects, as above. Not every fort has its levers buried away somewhere, I've built above-ground forts in the past.

VSR makes animal people dwarf sized
I actually prefer the flavor of vanilla, to be honest. I see Revised as being about look and feel first of all, bug-fixing second, and gameplay tweaks a distant third. This leaned a little too far into "gameplay tweaks" territory for my comfort.

VSR gives many creatures classes that it doesn't use, like PORCINE or ANIMAL_PERSON
I think this is laying the groundwork for a big update. Not adding to Revised until I see where it's going.

VSR adds new, deadlier attacks for some creatures
As I stated earlier, I'm wary of gameplay tweaks. Especially when I already gave up on Revised once already. As with everything on the list I'm open to persuasion. I'm especially reconsidering adding this: I might have been too harsh on the extra attacks.

VSR gives worm people utterances and buffs them
See the comments about gameplay tweaks. I did integrate the skill improvements Warlord255 added for all(?) animal people, but worm people were buffed above and beyond this. I'm on the fence, so I didn't add it. I'm not sure off-hand what all the UTTERANCES tag does, so I erred on the side of caution.

VSR rework crows and magpies as proper creatures, not vermin
Why can't they be vermin? I can see why it's inconsistent with other creatures, though. The new Modest Mod thread has at least one person suggesting that more creatures be made vermin. It means quite a few changes from vanilla either way though, so I'm wary of it.

mosquito males were made consistent with female mosquitos
I kind of like the flavor, where mosquito women are deadly and mosquito men kind of aren't.

VSR makes gnomes talk as SOUND tags
This is interesting, and many of the quips are well written. These are the only SOUND tags that I didn't add, however, because gnomes are described as mute in my descriptions (including VSR's descriptions), and considered such in gameplay. I may as well mention here that I'll probably go back and remove a few of the vocalizations I added (like creatures flicking their tongues), because a few don't make sense to me as loud noises.

VSR makes evil gnomes not benign
I don't mind evil gnomes actually being kind of benign. I'll defer to Toady here.

VSR makes sharks and carp crazed
I'm concerned I've already gone too far in the "make the game arbitrarily harder" direction, with all the CURIOUS item stealing tags everywhere and the new harder farming changes I integrated. This doesn't seem particularly realistic either, to be honest.

VSR gives cave_adapted to underground creatures
Interesting change. I was on the fence about it. I ended up not adding this because it needed quite a few changes and I didn't think it would come out in gameplay enough. I also want to do proper gameplay testing for this release and to be honest I didn't feel like adding this to my testing to-do list.

VSR increases the frequency of elemental humanoids underground
I'm happy with the vanilla frequency. I'm not much of a fan of the elemental humanoids anyway.

VSR ravens steal things
There's already some concern about this, so I opted not to add more stealing creatures to the current pile.

VSR removes vermin attacks because they don't attack correctly
I've never noticed this coming out in-game as a bug? I'm wary of including fixes for things that don't actually affect my gameplay, but I might be wrong about this one.

VSR dwarves don't stress as easily
I'm reasonably confident that Toady will look at fixing stress 'soonish', so I don't want to worry about fixing it now. Will revisit if it bothers me in gameplay and it's not fixed when Toady starts working on the Myths and Magic release.

VSR humans aren't benign, and they're a little smaller
I'm happy to defer to Toady here.

VSR kobolds aren't as tiny, they spit fireballs, and they mature faster (10 instead of 12)
I don't mind kobolds being weak. I stated earlier that I'm wary of including too many gameplay tweaks and I'm not really trying to rebalance the game, to be honest.

VSR yetis and sasquatches are a little more frequent
I like them being rare, to be honest.

VSR makes some changes to snake people - color changes, names, cluster_number, descriptions are different (from an older version of revised?)
There were some mistakes here, like how copperhead snake people are partly renamed to rattlesnake people, which already exist. It also removes the bit of flavor I gave copperhead snake people (copper heads) and uses (I think) an older version of snake people descriptions. All in all I decided to keep things as I have them, but I avoided changing this back. There were a few other VSR bugs here or there that I fixed in the upload I left for Warlord255, but I left these changes alone.

VSR adds wooden training maces and hammers
I'll see what Sver uploaded and defer to that mod if I need them.

From the VSR description: 'Dwarf civs have fewer domestic animals by default to reduce migrant pet clutter'
I'd prefer to leave this as vanilla.

VSR removes the expanded dictionary
I'm in the middle of cleaning it up a little, so for now I'm still going to use the expanded dictionary.

VSR adds new food interactions, like raw meat euphoria for carnivores, plant euphoria for herbivores, blood sucking euphoria, cheese euphoria, and a special raw plump helmet syndrome
I thought this stuff was damn interesting and (with reference to the cheese) kind of funny, but I decided against keeping this. Surely if all you eat is meat, then eating meat would seem mundane to you. Mostly I just didn't want the extensive CREATURE_CLASS modifications needed to get this to work properly. VSR also changes alcohol's CE_FEEL_EMOTION:EMOTION:EUPHORIA from :75 to :50, but I left things as default.

VSR adds stone and wax ammo
See the many previous statements about gameplay additions.

VSR adds an automatic quarry bush processing interaction
Of all the things I didn't merge this one was the one I regretted most. Maybe I'll change my mind. But I already had to remove Microreduce because it caused non-obvious bugs, I'm wary of repeating that.

VSR adds mining and forging sicknesses
This isn't just gameplay additions, it's gameplay additions with somewhat extensive balancing and raw tags required. While I think the idea is a great one, I don't want the burden of maintaining it, to be honest.

VSR adds flint and bog iron
I'm just repeating myself at this point. More gameplay features means more things to balance and debug. My personal focus for Revised is harmless lore changes (what you read, how things look).

VSR changes bauxite and periclase display tiles
I'm not sure why, to be honest. I left things as vanilla.

VSR gives non-grey/brown/white stones a higher value
I just didn't see this as affecting gameplay enough to justify its inclusion.

Thank you, Warlord255.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Warlord255 on July 25, 2019, 05:27:28 pm
A DFFD upload just for me? Aww, you shouldn't have! <3

RL stuff has kept me from working on the project for a while, so I'm very happy that some of my work has made it into Revised, especially the subtler flavor tweaks (like vocalizations, and tigers being able to clean themselves.)

I'm more than happy to defer on the gameplay changes - many of which are, admittedly, extreme. Many of them are for insect-persons (a personal bias) to help them overcome their relative frailty, such as the Worm Men bonuses. I honestly hadn't though about snake-men wearing mittens on their tails, though...

Regardless, thanks again for thinking of me! I'll be watching this space for further updates.  :)

Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Hugo_The_Dwarf on July 25, 2019, 05:50:37 pm
I've just added some Comments (some just personal opinion) and my Modders Knowledge to some scenarios. I didn't answer it all, as some of the points are points only a mod's author/visionary (I believe) should be the one to have the say in.

Quote
VSR gives animal people grasping tails
This adds a lot of changes to the base files and I'm concerned about side effects, such as mittens going on tails and such. I also have a bit of trouble seeing how legless animal people can use their tails to attack or hold things, seeing as they're currently using it for balance.

if the tail lacks a LEFT or RIGHT token it should be fine, because crafted gloves have "handedness" so they shouldn't be putting a glove on it. If anything creatures that use it for STANCE will probably have socks and boots

Quote
VSR makes animal people dwarf sized
I actually prefer the flavor of vanilla, to be honest. I see Revised as being about look and feel first of all, bug-fixing second, and gameplay tweaks a distant third. This leaned a little too far into "gameplay tweaks" territory for my comfort.

I feel any "small" creature should be between 50k and 60k Kobold/Goblin sizes. But mid sized creatures would be 70k Human sized and maybe 80 to 90k for the "large" creatures, but I could see that being a lot of work to go through and adjust those sizes for those animal-men

Quote
VSR gives worm people utterances and buffs them
See the comments about gameplay tweaks. I did integrate the skill improvements Warlord255 added for all(?) animal people, but worm people were buffed above and beyond this. I'm on the fence, so I didn't add it. I'm not sure off-hand what all the UTTERANCES tag does, so I erred on the side of caution.

Only commenting on the UTTERANCES portion. UTTERANCES from testing from another modder, and validated by me and others. Just makes it so the creature will use RNG gibberish language, it was previously believed that it would incite war with them if they were a civ, but that was due to not having CAN_SPEAK.

Also you can combine CAN_SPEAK and UTTERANCES to have a speaking race that just doesn't use a translation and names everything in gibberish.

Quote
VSR rework crows and magpies as proper creatures, not vermin
Why can't they be vermin? I can see why it's inconsistent with other creatures, though. The new Modest Mod thread has at least one person suggesting that more creatures be made vermin. It means quite a few changes from vanilla either way though, so I'm wary of it.

Currently I'm going off of bodysize to make something VERMIN or not, because somethings are like 30k and vermin but then something that is 20k is not? doesn't make sense. Also they're so small they don't even yield much in butchering so being a full creature is more of a joke. However doing this as you've stated is quite a change to vanilla, I just wanted to add my 2 cents (more creatures should be vermin)

Quote
VSR makes sharks and carp crazed
I'm concerned I've already gone too far in the "make the game arbitrarily harder" direction, with all the CURIOUS item stealing tags everywhere and the new harder farming changes I integrated. This doesn't seem particularly realistic either, to be honest.

having them CRAZED would just mean they'd attack anything that isn't a SHARK or CARP. Basically making them an apex predator. Ofcourse that means anything going into the ocean or rivers/lakes (undead, wild, civilized) is gonna get attacked by these things.

Carp already enjoy attacking people, this would just make them more hostile than badgers.

Quote
VSR gives cave_adapted to underground creatures
Interesting change. I was on the fence about it. I ended up not adding this because it needed quite a few changes and I didn't think it would come out in gameplay enough. I also want to do proper gameplay testing for this release and to be honest I didn't feel like adding this to my testing to-do list.

Personal Opinion here, if they're already underground creatures they should already have a perfect LOW_LIGHT_VISION but maybe a lower VIEWRANGE (under default 20) however be able to SENSE or SMELL really good. However creatures like Dwarves tend to be a mix of underground yet surface faring creatures, so being able to "cave_adapt" makes sense in their context, and the vomiting from one that's adapted to the underworld.

Quote
VSR removes vermin attacks because they don't attack correctly
I've never noticed this coming out in-game as a bug? I'm wary of including fixes for things that don't actually affect my gameplay, but I might be wrong about this one.

I've never seen this as an issue either. The worse case could be when an Animal_Man CV is applied, but I'm sure the CV removes all ATTACK tokens anyways, then re-adds attacks after.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on July 29, 2019, 03:32:30 pm
Please vote in the poll if you haven't already! It's relatively close, but with only 15 votes I feel I don't have enough data yet. Deciding the fate of the simple names is a blocker for the next release though for me and I don't want to wait forever, so if things stay as they are I'll still defer to the winner.

I've just added some Comments (some just personal opinion) and my Modders Knowledge to some scenarios. I didn't answer it all, as some of the points are points only a mod's author/visionary (I believe) should be the one to have the say in.

Thank you kindly for your thoughts. It's appreciated. I'll go over VSR again with your feedback in mind. Also, feel free to disagree with me if you have comments pertaining to my mod's vision: I won't be offended and I always appreciate feedback. Sometimes my gut reaction to things is an incorrect one. I've had second thoughts since I made my post about the importance of gameplay additions and how arbitrary the lines I draw sometimes are.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on July 29, 2019, 04:14:27 pm
I'm currently bringing Revised up to speed with Sver's Combat Mod 1.5. This is another big job because Sver's item files are completely different from vanilla so I can't directly compare things: I need to cut and paste and re-create the vanilla files before I can start integrating it.

I'd love some feedback here: the absurdity of denying some of the new VSR stuff to keep things simple and vanilla yet turning around and bringing in the huge swathes of Sver's work isn't lost on me (I'll probably add more of VSR in).

Do people like vanilla combat? Am I unnecessarily re-balancing things? I just haven't played enough (yet, I'm working on it) to form a good opinion about this. Before I integrated Sver's work I had a kind of middle-ground, where the old Consistent Weapons mod and little combat improvements here and there were added, but there weren't the extensive combat changes that I have now. Consistent Weapons wasn't as polished or as extensive as Sver's work but it made far fewer changes, at least, and fewer changes means less potential for bugs and less work for me comparing files.

I do really like Sver's mod, though, so I'm inclined to keep using it. I also honestly have more confidence in Sver and Grimlocke than Toady right now as far as weapons and combat goes: I love Toady, but the vanilla game is rather imbalanced and quirky as far as combat goes and that likely won't change until he spends a development cycle focused on it.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Splint on July 29, 2019, 04:48:08 pm
The only thing I don't like about vanilla combat is the ease that upper spinal tissue is bruised.

Also, opinion on some other stuff

Stone values: Fair to leave them as is, but it sounds like something meant to make cinnabar, cobaltite, and olivine worth something, since despite thier relative rarity, they're just as valuable as other junk stone (that is to say, practically worthless unless worked by a master craftsman.) Sort of like tin and nickle despite thier rarity and necessity for a more useful alloy (bronze) or a material a dwarf wants (so they stop complaining about "not acquiring anything.")

Training maces and hammers: It's strange that it's not a thing to begin with in vanilla.

Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Nihilist on July 29, 2019, 04:55:28 pm
Vanilla combat is really problematic in many ways. I really appreciate the work, considering that I tore my hair out trying to build a rebalance about 1.5 years ago.

The three of your works are a great help as I'm getting back into DF again.

On the above notes, I really like the Bog Iron addition and the stress clamping. Having a middle ground iron source is really nice and leads to less site searching, but more importantly the stress clamping helps avoid the need to use DFhack to clear out stress.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Darkond2100 on July 30, 2019, 12:37:50 am
leaving names unsimplified allows easier integration with other mods. Something that will be very important with the impending Dwarf Fortress Steam Release and Steam Workshop.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on July 31, 2019, 04:41:43 pm
I'm almost done merging in Sver's work, but I'll not be using the embedded fingers and toes, skin-on-the-inside throats, internal facial features, and boneless fingers from Sver's work (aka the more esoteric balancing). I'm thinking of reverting to vanilla for weapons and armor and keeping Sver's materials work, tissues, and other tweaks, but I'm not sure.

If anyone knows the item files well and has some thoughts on this, please speak up.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Nihilist on August 06, 2019, 03:55:54 am
I'd need to go over things again to double check for gaps, but I think the vanilla marked weapons in Sver's would work just great. Those sets are daunting and can probably be set aside, but the reworked weapon values really improve on vanilla combat.

If you're at all interested(and assuming I can be timely), I'm about 90% through building a relatively simplified weapon and armor system for my own game(running a merged Revised+Sver base, so shoulders/hips). It features closer to vanilla material costs, a less dizzying array of weapons(roughly 30% more than vanilla, enough to fill some gaps and present some choice) with slower combat pacing. Armor keeps depth but has straight forward options(and doesn't cost as much as an entire vanilla uniform for one piece :P).

It'll take me a day or two to finishing commenting the files and write a reference sheet (and to make sure I didn't do anything dumb), but I'd be happy to bundle it off to you if it would be any use. It's purely item_* files and plus an Entity inclusion list, so it should be easy to try out.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on August 06, 2019, 11:12:36 am
I'd need to go over things again to double check for gaps, but I think the vanilla marked weapons in Sver's would work just great. Those sets are daunting and can probably be set aside, but the reworked weapon values really improve on vanilla combat.

If you're at all interested(and assuming I can be timely), I'm about 90% through building a relatively simplified weapon and armor system for my own game(running a merged Revised+Sver base, so shoulders/hips). It features closer to vanilla material costs, a less dizzying array of weapons(roughly 30% more than vanilla, enough to fill some gaps and present some choice) with slower combat pacing. Armor keeps depth but has straight forward options(and doesn't cost as much as an entire vanilla uniform for one piece :P).

It'll take me a day or two to finishing commenting the files and write a reference sheet (and to make sure I didn't do anything dumb), but I'd be happy to bundle it off to you if it would be any use. It's purely item_* files and plus an Entity inclusion list, so it should be easy to try out.

I'm definitely interested. I haven't done the testing work necessary to truly grok the problems and available solutions in the item files, so so far I've largely leaned on Sver's work to handle this for me. I just don't want to end up with weird combat problems a year from now and not know how best to fix it (other than revert to vanilla).
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Nihilist on August 08, 2019, 11:35:23 pm
Still hard at work on this. Things always take longer than you think heh.

Edit: Almost done now. Just have the guide sheets left to write up.

Edit2: Done, just need to package it up and then test an install (Vanilla->Taffer->Sver(tissue/mats)->Mine) to make sure it behaves like in my build environment.

Edit3: still haven't gotten a chance to do a full set of testing, busy IRL. Looking to have this ready for Taffer by the weekend.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Darkond2100 on August 17, 2019, 06:07:11 pm
I've been having trouble integrating your mod into Meph's tileset. Your old language raws were causing crashes, and I have no idea why. What do you think? Here's my error log before crash.
Spoiler (click to show/hide)

Edit: I updated to your latest raws and I don't crash anymore.
Which is great! But I'm still getting errors from your giant creatures, which is mysterious. Log below.
Spoiler (click to show/hide)
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: brolol.404 on August 18, 2019, 07:48:50 am
Edit: I updated to your latest raws and I don't crash anymore.
Which is great! But I'm still getting errors from your giant creatures, which is mysterious. Log below.
Spoiler (click to show/hide)

Those first errors look like material tag issues. Maybe missing a SELECT_MATERIAL before those tags. Hard to tell without seeing the raw. The last error looks like you are missing a colon or have a duplicate colon in the color tags.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Darkond2100 on August 19, 2019, 03:53:10 pm
Here's the raws. Runs just fine, minus the error log. Playing with Meph's graphics is nice.
http://dffd.bay12games.com/file.php?id=14395
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: RedDwarfStepper on August 25, 2019, 09:23:55 am
using the latest revision (downloaded yesterday from https://gitlab.com/dwarf-fortress/revised/tree/master) I get the following error in the errorlog.txt for every generated world:

Unrecognized word token: TAUPE_GREY
*** Error(s) finalizing the translation DWARF
Unrecognized word token: TAUPE_GREY
*** Error(s) finalizing the translation ELF
Unrecognized word token: TAUPE_GREY
*** Error(s) finalizing the translation GOBLIN
Unrecognized word token: TAUPE_GREY
*** Error(s) finalizing the translation HUMAN
Unrecognized word token: TAUPE_GREY


it seems the word is missing in both language_words.txt and language_SYM.txt

Again: Thank you for keeping up the good work!
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: RedDwarfStepper on August 25, 2019, 03:09:33 pm
...
TAUPE_GREY
...

should be
TAUPE_GRAY
in all of the language_[RACE].txt files
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Iliithid on August 26, 2019, 01:31:02 pm
I don't know if I need to beg you or Sver, but dogs -still- don't seem to use their bite attacks. I mean, ever. Most non-giant war animals, actually, only seem to ineffectually paw at things until they're pasted. I feel like that bug has been around in the standard game for a long time too, but I do have a memory of things being bitten, at one time.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Sver on August 26, 2019, 06:47:47 pm
I don't know if I need to beg you or Sver, but dogs -still- don't seem to use their bite attacks. I mean, ever. Most non-giant war animals, actually, only seem to ineffectually paw at things until they're pasted. I feel like that bug has been around in the standard game for a long time too, but I do have a memory of things being bitten, at one time.

It's in the base game, a problem with conflict levels: war animals "withhold" from lethal combat that is implied by the bite's [ATTACK_FLAG_CANLATCH] tag skill. The only way to fix it is probably to remove all other attacks from the dogs (or whatever war animals there are) - and I'm not sure if this will help or just make them even more passive. Removing the _CANLATCH from the bite might also help, but then the bite will become about as weak as the pawing.

UPD:
Reading up on the bug report, it seems that this problem can be somewhat fixed by changing the bite's skill to something other than BITE. Like [ATTACK_SKILL:STANCE_STRIKE], for instance.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Iliithid on August 26, 2019, 08:56:08 pm
Mm, I was afraid the fix wasn't anything simple otherwise it would've been done already. I might play around with the tags and see if anything shakes loose but it's a hellish amount of work to do for everything war-enabled I've added already. Suppose I can continue to live with it.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Nihilist on August 27, 2019, 01:48:47 pm
Finally have some time to finish this up. Sorry about the delay.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on September 07, 2019, 12:18:01 am
I'm slowly starting to plug away at this again. I've been completely unable to make up my mind between mostly vanilla item files and mostly Sver item files and I haven't heard about Nihilist's work.

I confess that both time and willpower are relatively low at the moment, so it's slow. Things will get done, though.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Taffer on September 20, 2019, 10:17:46 pm
A new release! The simplified names remain, for now.

(https://i.imgflip.com/3b53xv.jpg)

The most important change out of the way: the fixes Sver made to weapons and armor have been reverted. I'm sorry. I went back and forth so many damn times, but I ended up deciding that I should either full-ass Sver's mod or no-ass it. This half-ass business wasn't going to do anyone any favors, because many of the vanilla clothing items and armor aren't even included in the game by default with Sver's normal work. I also decided it was important to me that all changes I've made to the RAWs should be relatively self explanatory, and the changed weapon attacks weren't self-explanatory.

That being said, there's still plenty of combat improvements. Sver's toughened materials are in place. Toughened joints and tissues. There's still no armor or clothing with perfect coverage. My old work based on Coherent Weapons is back in place. I hope that this is a compromise that people find acceptable. I also hope I haven't offended Sver, because I think the mod is great: I'm just reluctant to half-ass integration of it. I highly recommend people give the full experience a try, even if Sver doesn't update the Revised compatibility. I'd love to hear people's feedback on combat in this version.

With that out of the way,

Fixes:
- lips and cheeks now properly surround teeth. (Sver)
- removed a duplicate left shoulder (my bug, not Toady's)
- minor description updates and fixes.

Combat:
- fingers now have bones again, just like vanilla.
- joints have been strengthened. (Sver)
- removed the elf-specific clubs and tridents. They now wield maces, spears, and mauls. They still use greatarrows instead of arrows.

Misc:
- teeth are located at the front of the face. (Sver)
- animal people's bodies now vary slightly per individual. (Warlord255)
- animal people now have mannerisms. (Warlord255)
- scales no longer yield leather. This makes scale relatively useless again, but is more consistent with mod-added and randomly generated creatures.
- feathery leather is no more.
- updated the expanded dictionary. There's one fix and fewer obscure words.

Flavor:
- many, many vocalizations have been added. (Warlord255)
- several animal people now have high velocity kicks. (Warlord255)
- animal people now have innate skills and attributes that suit them. (Warlord255)
- worm people now have long arms. (Warlord255)
- 'bluejays' are now 'blue jays' again.
- birds of prey can be trained to hunt (Warlord255)
- cassowaries are more dangerous. (Warlord255)
- 'fur' is now 'hair' again on animals.
- feline people clean themselves. (Warlord255)

The relatively short changelog doesn't do justice to all the great work that was integrated from Vanilla-Spice Revised, by Warlord255.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Sver on September 21, 2019, 05:54:15 am
I don't mind at all. I mean, my mod has long broke out of the "vanilla, but better" approach and only strays from it farther and farther. This goes contrary to the Revised approach, as I myself consider Revised to be essential for playing vanilla-style DF at all, whilst my mod is for combat connoisseurs mostly.

As such, my mod will continue to be compatible with Revised  :)
..That is, when I finally get to finish all the big things for the next update.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (Hiatus)
Post by: Taffer on September 21, 2019, 10:12:35 am
Modifying the SCALE_TEMPLATE to include the LEATHER token and MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:SCALE prevents the need of a new scale_leather template.  When butchered, your tanners will simply tan the raw scale into "Creature" scale.  Then your dwarfs can run around with *alligator scale trousers* with only the addition of two tokens to one material template.

Crap. I completely misread this. This works exactly as expected, I'm surprised nobody pointed out that I misunderstood you. Apologies Wannabehero. You live up to your name again. The next version will have tannable scale again (only for large creatures).
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Darkond2100 on September 22, 2019, 09:26:44 pm
Fantastic, it sounds great! I'll start merging the changes with Meph's tileset next weekend.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Flying Teasets on November 02, 2019, 09:47:09 pm
May I suggest making stoneware magma safe?
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Shonai_Dweller on November 03, 2019, 08:29:47 pm
So, Toady just confirmed today that kill_neutral ethics are the decider for alliances in the next version, which means if Goblins lose kill_neutral:required (as I think this mod does) they won't have alliances form against them and could potentially form alliances with elves, dwarves and humans against zombie apocalypses (I assume this mod doesn't adjust necromance ethics).

That's kind of cool, but does take the game a little further away from vanilla than the mod probably intends.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Taffer on November 03, 2019, 08:35:43 pm
May I suggest making stoneware magma safe?

Why?

So, Toady just confirmed today that kill_neutral ethics are the decider for alliances in the next version, which means if Goblins lose kill_neutral:required (as I think this mod does) they won't have alliances form against them and could potentially form alliances with elves, dwarves and humans against zombie apocalypses (I assume this mod doesn't adjust necromance ethics).

That's kind of cool, but does take the game a little further away from vanilla than the mod probably intends.

Thank you kindly for the report. I've been on a sabbatical recently from Dwarf Fortress; this is exactly the kind of report I need. I'll revert that change.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Flying Teasets on November 03, 2019, 11:14:38 pm
May I suggest making stoneware magma safe?

Why?

Stoneware is made from fire clay, a refractory material resistant to 1,600C+ temperatures.

EDIT: However, stoneware and firebrick seem to be made from two different varieties of fire clay, so maybe it should be split into two materials.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12) (New poll up!)
Post by: Taffer on November 23, 2019, 10:25:45 am
I'm back. Here's what I've worked on so far: as is my custom I'm removing more than I'm adding. I want Revised to be rock solid and close to vanilla. I'm increasingly wary of changes that aren't intuitive.

• Gut thread is no longer a thing. It was a neat little feature, but I disliked seeing gut clothing.
• Elves now have inherent skill in animal training, animal care, archery, dodging, situational awareness, woodcraft, and sneaking. This is the only addition so far.
• Elves don't use greatarrows anymore, only regular arrows. They still wield wooden maces and wooden mauls instead of wooden swords. I might revert that too. Wooden blunt weapons make more sense than wooden edged weapons, but wooden swords have a "rule of cool" sort of feel to them.
• Humans are no longer ambushers.
• Goblins and subterranean creatures now have KILL_NEUTRAL:REQUIRED again, like vanilla. I think it's stupid, but I'll defer to the next version.
• All of the accumulated attack changes from DF Wanderer and Coherent Weapons are removed. I never tested them well. I kept half-sword attacks with longswords. Whips are still weakened. Revised is still full of other little combat improvements (for better or for worse).

I'm still thinking things over. I still have Sver's material changes and I haven't exactly tested those, but my gut tells me they're fine. I just don't know if I trust my gut. My gut also told me tons of poorly-tested weapon attack changes sounded like a swell idea. I almost eliminated gameplay changes as a goal to let me revert a shitload of other features, but I've settled for just whittling my mod down a little instead.

My primary focus is on improving how the game reads and what creatures look like, with a minor focus on fixing little bugs where it's reasonable. I'll wait and see where the other gameplay changes end up. Dwarf Fortress will always be better documented than Revised will be, after all, and I'd argue that well-documented and understood vanilla gameplay is preferable to poorly-documented but mildly improved gameplay.

I have a to-do list for Revised I'd like to whittle down a little, so hopefully there'll be a few more additions for people. I'll try not to be a total killjoy. Given how many mods in the forums add tons and tons of stuff to the game, I'm guessing I'm in the minority for preferring minimalism.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: flyteofheart on November 24, 2019, 11:03:58 pm
"animal people and giant animals that spawn in pools spawn in lakes instead"

Maybe im dumb, but what exactly is a lake in DF? I dont know that iv ever embarked on one. Which would mean I would never see any of the giant animals / animal people. Is a lake a defined thing or just a bigger pool?

Also curious- you made elves and goblins mortal. Does this change worldgen significantly?
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Shonai_Dweller on November 25, 2019, 04:53:07 am
The problem with Natural_Skill, is that it doesn't work on Adventurers due to a bug. That leaves you having to roleplay as the one Elf who can't shoot and dodge like the others. Kind of annoying (I ignore it and grit my teeth with my personal mod because it is a lot of fun in Fortress, but then, I don't share my mod with hundreds of Adventurer loving fans).

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9280
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Sver on November 25, 2019, 06:23:14 am
The problem with Natural_Skill, is that it doesn't work on Adventurers due to a bug. That leaves you having to roleplay as the one Elf who can't shoot and dodge like the others. Kind of annoying (I ignore it and grit my teeth with my personal mod because it is a lot of fun in Fortress, but then, I don't share my mod with hundreds of Adventurer loving fans).

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9280

It can be worked around somewhat, by using the SKILL_LEARN_RATE token instead. As far as I could observe, it works on adventurers.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on November 25, 2019, 11:44:40 am
"animal people and giant animals that spawn in pools spawn in lakes instead"

Maybe im dumb, but what exactly is a lake in DF? I dont know that iv ever embarked on one. Which would mean I would never see any of the giant animals / animal people. Is a lake a defined thing or just a bigger pool?

It's a biome (http://dwarffortresswiki.org/index.php/DF2014:Lake). I have no doubt it makes those creatures spawn less overall, but it doesn't make sense to me for them to live around tiny ponds.

This change was inherited from the Modest Mod, so I've not actually tested it. I'll make sure this change is working as expected before my next release.

EDIT: after some thought and some reading I'll revert this change. Today's vision of savage regions is that the land mutates existing creatures into new forms, and therefore the giant and animal person variations should probably spawn in the same biomes their normal brethren do.

Also curious- you made elves and goblins mortal. Does this change worldgen significantly?

Not that I've noticed? I did tests before and after when I made the change and didn't notice anything that seemed off, but the numbers were all over the place. Let me know if you notice anything off. I'm intending to sit down and play again when my laptop gets back from repair, and I'll check then.

The problem with Natural_Skill, is that it doesn't work on Adventurers due to a bug. That leaves you having to roleplay as the one Elf who can't shoot and dodge like the others. Kind of annoying (I ignore it and grit my teeth with my personal mod because it is a lot of fun in Fortress, but then, I don't share my mod with hundreds of Adventurer loving fans).

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9280

Thank you so much for the report. I should have checked the bug tracker for NATURAL_SKILL before adding it. I'll do a better job at searching it going forward. I'm also intending to start playing again, which should help.

This also affects all of the new animal people skills, of course, but I might leave them: I don't think it will be as noticeable as it is on elves.

It can be worked around somewhat, by using the SKILL_LEARN_RATE token instead. As far as I could observe, it works on adventurers.

Great idea. Thank you. I'll switch it to SKILL_LEARN_RATE.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Sver on November 25, 2019, 01:50:31 pm
It's a biome. I have no doubt it makes those creatures spawn less overall, but it doesn't make sense to me for them to live around tiny ponds.

This change was inherited from the Modest Mod, so I've not actually tested it. I'll make sure this change is working as expected before my next release.

EDIT: after some thought and some reading I'll revert this change. Today's vision of savage regions is that the land mutates existing creatures into new forms, and therefore the giant and animal person variations should probably spawn in the same biomes their normal brethren do.

According to the wiki (http://dwarffortresswiki.org/index.php/DF2014:Murky_pool#Bugs), non-vermin creatures fail to spawn in pools.

Also curious- you made elves and goblins mortal. Does this change worldgen significantly?

Not significantly, but there'll be occasional goblin/elven vampires, and a bit more necromancers of these races than usual.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on November 25, 2019, 01:58:35 pm
I'll be reverting all changes to PET, PET_EXOTIC, and mount changes (with the exception of the removal of amphibious mounts and possibly the change below). This was all inherited from the Modest Mod. My reasoning is that it makes Revised inconsistent with the DF wiki and I don't personally care much for the change. Let me know if you want this kept (it's literally why I'm posting about changes before I release).

I'm just trying to make sure Revised is (and stays) bug-free and surprise-free. If I'm threatening to get rid of anything you like, please speak up.

I'm not sure yet if I'll revert this related change:

Quote
slow creatures and creatures that curl up are also bad mounts

According to the wiki (http://dwarffortresswiki.org/index.php/DF2014:Murky_pool#Bugs), non-vermin creatures fail to spawn in pools.

Great catch. Thank you. I'll test this out.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Sver on November 25, 2019, 03:45:43 pm
Let me know if you want this kept (it's literally why I'm posting about changes before I release).

Oh. Oh, well, let me think...

First of all I'd like to say that, playing Revised from the days when it was overwhelmingly bugfixes with just a bunch of modular quality-of-life reactions, I don't mind a more frugal approach to the changes. Even though some do enhance gameplay, imo, it is understandable that it's just not the core idea of this mod.

However, some features that might appear as excessive oftentimes serve as crutches for various things that are broken or shaky in the vanilla game, and those I'll always speak in favor of.

Quote
• Goblins and subterranean creatures now have KILL_NEUTRAL:REQUIRED again, like vanilla. I think it's stupid, but I'll defer to the next version.

Think it's better to keep it until the actual game update comes out. It prevents a ton of adventure mode lag and loyalty troubles, and it's hard to say yet how long until the next DF release.

Quote
I'm still thinking things over. I still have Sver's material changes and I haven't exactly tested those, but my gut tells me they're fine.

I'd say you can't go wrong with keeping the force transfer related changes at least  :P
Without them the mechanic is really absurd.

Quote
I'll be reverting all changes to PET, PET_EXOTIC, and mount changes (with the exception of the removal of amphibious mounts and possibly the change below).

I don't precisely recall what changes these are, could you elaborate?
Other than the water buffalo one, which is not great, as it causes horse-like overpopulation in non-player sites. While we are at it, I'd also like to propose making horses not COMMON_DOMESTIC for this very reason.

Quote
• Elves don't use greatarrows anymore, only regular arrows. They still wield wooden maces and wooden mauls instead of wooden swords. I might revert that too. Wooden blunt weapons make more sense than wooden edged weapons, but wooden swords have a "rule of cool" sort of feel to them.

This is a different take, as it is very subjective, of course, but I would advice to pick a direction with elves that is one way or the other: true to vanilla or boosted to be actually effective in combat. The main problem with elven wood equipment isn't just its poor hitting power - mainly it's the fact that it breaks from few strikes, both ways. To boost the elves they'd need not only better weapons, but a material template change for wood to accompany that: and it would only be a safe boost if you go with edged weapons and properties, because stronger impact properties on wood would lead to unbreakable wooden shields.
The current weapon change doesn't really do much for elves, unless the goal is more about flavor (e.g. more sensible wooden weapons).
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on November 25, 2019, 04:38:35 pm
Oh. Oh, well, let me think...

First of all I'd like to say that, playing Revised from the days when it was overwhelmingly bugfixes with just a bunch of modular quality-of-life reactions, I don't mind a more frugal approach to the changes. Even though some do enhance gameplay, imo, it is understandable that it's just not the core idea of this mod.

I've probably been too miserly. I'll make bugfixing and propping up bad gameplay more of a focus. I'll take my time with the next version. I'm still on the fence about combat: I'll probably need to roll up my sleeves and just start testing. I'm not sure how well your material changes fare when they're removed from your armor and weapons, and I'm not sure how much testing Coherent Weapons had.

However, some features that might appear as excessive oftentimes serve as crutches for various things that are broken or shaky in the vanilla game, and those I'll always speak in favor of.

I love criticism: I'm definitely not perfect. Please keep it up and feel free to disagree with me (applies to everyone reading this).

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• Goblins and subterranean creatures now have KILL_NEUTRAL:REQUIRED again, like vanilla. I think it's stupid, but I'll defer to the next version.

Think it's better to keep it until the actual game update comes out. It prevents a ton of adventure mode lag and loyalty troubles, and it's hard to say yet how long until the next DF release.

Good point. I'll wait on this one.

I'd say you can't go wrong with keeping the force transfer related changes at least  :P
Without them the mechanic is really absurd.

I'll keep (at least) those. Thanks!

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I'll be reverting all changes to PET, PET_EXOTIC, and mount changes (with the exception of the removal of amphibious mounts and possibly the change below).

I don't precisely recall what changes these are, could you elaborate?
Other than the water buffalo one, which is not great, as it causes horse-like overpopulation in non-player sites. While we are at it, I'd also like to propose making horses not COMMON_DOMESTIC for this very reason.

Things like taking bears, worms, and other creatures with inappropriate PET tags and giving them PET_EXOTIC instead. Also it adds a few mounts (like reindeer). From memory the only mounts I've removed are amphibious, slow, or curl up when threatened.

Like most of the things I revert, I just haven't had anyone say they like or appreciate this and I don't personally care enough to keep it. If you like the changes I don't mind keeping them, I'll just document them better. I can post a complete list of changes if desired.

I'll do some reading about horses and COMMON_DOMESTIC.

Quote
• Elves don't use greatarrows anymore, only regular arrows. They still wield wooden maces and wooden mauls instead of wooden swords. I might revert that too. Wooden blunt weapons make more sense than wooden edged weapons, but wooden swords have a "rule of cool" sort of feel to them.

This is a different take, as it is very subjective, of course, but I would advice to pick a direction with elves that is one way or the other: true to vanilla or boosted to be actually effective in combat. The main problem with elven wood equipment isn't just its poor hitting power - mainly it's the fact that it breaks from few strikes, both ways. To boost the elves they'd need not only better weapons, but a material template change for wood to accompany that: and it would only be a safe boost if you go with edged weapons and properties, because stronger impact properties on wood would lead to unbreakable wooden shields.
The current weapon change doesn't really do much for elves, unless the goal is more about flavor (e.g. more sensible wooden weapons).

The more I read about elves the more of a headache fixing this becomes. I don't really like leaving them weak.
  * I can't buff their skills without making Adventure mode inconsistent.
  * I can't buff wood without buffing training weapons.
  * I can have an elf-only wood like spellwood or ironwood. From what I'm reading it sounds like it might require quite a few raw entries, though. I'm not even sure how well it would propagate and be used, if it was just a reaction.
  * I can give up and bring back elf-only weapons. To be honest maybe this is the best option after all. Tridents, anyone?
My vision of Today's elves is to emphasize their savage, cannibalizing side. I think my current mod does a poor job at that. The changes to give them wooden clubs and mauls was in keeping with that vision, but it probably doesn't come across well. I'll be sure to change their description a little while I'm at it.

It'll require some thinking.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Shonai_Dweller on November 25, 2019, 04:49:51 pm
It's not confirmed, but hopefully the amphibious mounts pathing into water bug has been fixed by the new mount mechanics in the next release. Now, riders directly command their mount's souls (or something) so the rider chooses where to go (and therefore, presumably, won't path into a river). The mount only takes over if the rider is inactive for a while.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on November 25, 2019, 04:52:32 pm
It's not confirmed, but hopefully the amphibious mounts pathing into water bug has been fixed by the new mount mechanics in the next release. Now, riders directly command their mount's souls (or something) so the rider chooses where to go (and therefore, presumably, won't path into a river). The mount only takes over if the rider is inactive for a while.

Sweet. The best changes Toady makes are the ones that fix things I'm already trying to fix.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Sver on November 26, 2019, 04:48:25 am
I'm not sure how well your material changes fare when they're removed from your armor and weapons

Material changes, aside from cloth (thread plant, silk, hair), chitin and wood, are all about the force transfer mechanic and work just as well with vanilla weapon velocities.
There are also temperature changes, but those stand on their own: makes it slightly harder to settle freezing/scorching biomes (but also slightly easier to wait out sieges there) and makes creatures catch on fire more realistically (in contrast with how fat is the only thing that burns in vanilla, and fatless creatures become immune to fire). Whether to keep it or not is a matter of taste.

Tissue changes are a different matter. It's probably best not to go as far with pain and bleeding increase on organs as my mod does while keeping vanilla weapons. On the other hand, changes that increase the durability of creatures (such as layer changes in b_detail_plan_default.txt) would work alright.

Quote
Things like taking bears, worms, and other creatures with inappropriate PET tags and giving them PET_EXOTIC instead. Also it adds a few mounts (like reindeer). From memory the only mounts I've removed are amphibious, slow, or curl up when threatened.

I've never did much taming in DF, to be honest, so the only impact I can think of is that these creatures (which seem fairly unreasonable to be domesticated, from a realistic standpoint) would be harded to tame for  non-elven civs in worldgen. Just as with ineffectual mounts, it boils down to whether or not you prefer to make invading armies a bit more sensible/practical or to keep the vanilla gimmickness.

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I can't buff wood without buffing training weapons.

It is possible if you stick to only buffing the shear (edge) values, as all training weapons are blunt. That said, it will affect wooden trap components with edged attacks.

I've yet to test out the elves with "fake stone" weapons, but that is on the list. Might be a more elegant alternative to new wood types.

It's not confirmed, but hopefully the amphibious mounts pathing into water bug has been fixed by the new mount mechanics in the next release. Now, riders directly command their mount's souls (or something) so the rider chooses where to go (and therefore, presumably, won't path into a river). The mount only takes over if the rider is inactive for a while.

There was a question about it in FOTF (http://www.bay12forums.com/smf/index.php?topic=169696.msg7821550#msg7821550), and Toady clarified that the changes will most likely only apply to adventure mode for now, so it's probably best not to defer to.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Shonai_Dweller on November 26, 2019, 08:28:21 am
There was a question about it in FOTF (http://www.bay12forums.com/smf/index.php?topic=169696.msg7821550#msg7821550), and Toady clarified that the changes will most likely only apply to adventure mode for now, so it's probably best not to defer to.
No, in that Q&A he says quite clearly that the commands are limited to movement right now (as opposed to armadillo rolling and other mount abilities).
Movement is what's killing amphibious mount riders right now because the mount is choosing where to path. Now it's controlled by riders (who don't want to drown).

And also, dwarves won't get mounts. But then, whether dwarves should ever get mounts is still an open question.

Where are you seeing "Fortress mode mount mechanics will be different to Adventurer mechanics"? Not sure that's even possible.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Sver on November 26, 2019, 08:38:11 am
There was a question about it in FOTF (http://www.bay12forums.com/smf/index.php?topic=169696.msg7821550#msg7821550), and Toady clarified that the changes will most likely only apply to adventure mode for now, so it's probably best not to defer to.
No, in that Q&A he says quite clearly that the commands are limited to movement right now (as opposed to armadillo rolling and other mount abilities).
Movement is what's killing amphibious mount riders right now because the mount is choosing where to path. Now it's controlled by riders (who don't want to drown).

And also, dwarves won't get mounts. But then, whether dwarves should ever get mounts is still an open question.

Where are you seeing "Fortress mode mount mechanics will be different to Adventurer mechanics"? Not sure that's even possible.

Quote
Quote
4. Will there be any changes to mounted unit AI in battle? Will someone on horseback with a bow try to stay away from melee soldiers, if they don't already? Will flying units do the same?
4. I doubt it, unless a mounted party feels super broken, which is possible.

E.g. it will only affect the player-adventurer, unless Toady finds out that mounted companions behave badly. Which is possible, due to the whole morale thing, but that's a speculation.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Shonai_Dweller on November 26, 2019, 04:18:50 pm
Let's wait for Fotf to find out the answer to that one. But companion mounts use the new mount/rider relationship to control their mount's, all by AI. No reason at all fortress would be made to use the old version. DF just doesn't work like that, it's all the same game.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Warlord255 on January 31, 2020, 08:20:02 am
I went ahead and bashed together a compatibility fix for 4.7/Villains. No content changes, did diff checks to narrow down additions to vanilla entity_default and language files.

http://dffd.bay12games.com/file.php?id=14691
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Orkel on February 02, 2020, 07:51:40 pm
I went ahead and bashed together a compatibility fix for 4.7/Villains. No content changes, did diff checks to narrow down additions to vanilla entity_default and language files.

http://dffd.bay12games.com/file.php?id=14691

Thanks! I'll try this out later.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taras on February 03, 2020, 10:54:46 am
Could I suggest more weapons for goblin civ? This weapons are usable by trolls or even bigger goblin's servants. (http://fai.org.ru/forum/uploads/monthly_2019_12/300px-Ogre_and_Goblin_Artwork.png.9ed21b226a6d6bc1d993121e4b82ec5c.png)
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Vattic on March 09, 2020, 09:47:32 pm
Why is it that when opening the .txt files in notepad it's like there are no linebreaks and the whole file is a single long line?

I'm interested in introducing some of these changes into my own raws, but Winmerge treats each file as one single difference. I've tried reintroducing linebreaks with regular expressions without it helping. Any advice?
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on March 09, 2020, 10:05:49 pm
Why is it that when opening the .txt files in notepad it's like there are no linebreaks and the whole file is a single long line?

I'm interested in introducing some of these changes into my own raws, but Winmerge treats each file as one single difference. I've tried reintroducing linebreaks with regular expressions without it helping. Any advice?

Linux line endings.

You need a better text editor (https://notepad-plus-plus.org/) to edit these files in Windows.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Vattic on March 09, 2020, 10:16:22 pm
Thank you Taffer.

That's what I get for not reading thoroughly.

Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Lady_Sinful on March 12, 2020, 08:12:14 pm
Hope you get back to it soon, enjoyed this mod the most!
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: jecowa on March 12, 2020, 08:43:02 pm
I use NotePad++ with a difference plugin when I'm on Windows.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on April 07, 2020, 10:48:59 am
Still working on this, I'm just taking my time.

None of it is committed yet—I'm using git wrong—but I thought I'd post the changelog as it stands so far. The first point is actually a lie since I've not sorted out the dictionaries yet. Not sure whether I'll keep the expanded dictionary or whether I'll use dflangopt to make optimized dictionaries instead.

Most of this is actually reverting changes. Do speak up though if you disagree with anything: I feed on critique. I'm known for getting a bit carried away with the delete key. There are a few additional fixes and a feature or two I'm looking into, so it won't be all bad.

Gathering evidence alone for some of the fixes will delay the release further. I might put out an interim release before I start getting into testing what's left.

* updated to v0.47.04 with all appropriate raw changes.
* reverted (most) names back to vanilla. This also reverted all changed creature letters back to their expected letters.
* removed all added discipline and a lot of added NOFEAR. 7161 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7161) indicates that this is either resolved or a problem in the other direction. This was also a very noisy fix.
* minotaurs, yetis, stranglers, blind cave ogres, ogres, cyclops, sasquatches, and blind cave bears no longer guzzle alcohol, just like vanilla.
* cap hoppers and bugbats no longer steal food, just like vanilla. Crundles still will. weasels no longer steal things.
* removed gut thread and tannable intestines.
* humans are no longer ambushers.
* goblins and subterranean creatures have KILL_NEUTRAL:REQUIRED again.
* removed ALL_MAIN_POPS_CONTROLLABLE from goblins, just like vanilla. You're likely to start in a dark tower anyways, which will be unplayable (http://www.bay12games.com/dwarves/mantisbt/view.php?id=7526).
* ostrich feather description reverted to vanilla because I misread it last time.
* the new mount control AI made its way into fort mode, so I've reverted the amphibious mount fix. I also allowed slow mounts and mounts that curl up when threatened again. You do you, goblins.
* aquatic humanoids are aquatic again. Mermaids are still amphibious.
* cave fish people are amphibious again, like vanilla. No idea why I ever deleted this, looks like an accident.
* hippos and orcas are benign again. Unexpected behaviour deviation from vanilla and I'm not attached to either creature enough to justify the change.
* hippo bites now gore instead, like vanilla. Good thing they're gentle, benign beasts.
* removed redundant mandrill stealing tags.
* gremlins appear rarely again, like vanilla.
* dragons feel pain again, like vanilla.
* aardvaarks no longer hunt vermin. [1]
* animal people are capable of being NOTHOUGHT again, just like vanilla. Can't find an actual bug report on this or discussion on why I and (I think) the Modest Mod were removing the tag. If it's just flavor, it doesn't follow (to me) that all animal people should be able to think.
* four vermin tags that were added to the animal people variations (as remove_tag, to get rid of them) now aren't being removed anymore, just like vanilla. [2]
* removed REMOVE_TAG:SPECIFIC_FOOD (that I added) from the legless animal people variation, since there are no such animal people by default. The wiki reports that panda people can get along just fine in vanilla so I might remove this entirely. [3]
* removed REMOVE_TAG:COOKABLE_LIVE, REMOVE_TAG:GRAZER, and REMOVE_TAG:STANDARD_GRAZER tags (that I added) from the legless animal people variation, since there are no such animal people by default.
* gendered child and baby names are removed from humanoids. They weren't applying to animal people (inconsistent) and it was a noisy fix already. I didn't want to add hundreds of new lines to the animal people just to rename children and infants, so I opted to remove the whole thing.
* I decided to replace lengthy commented out sections with a single comment in an effort to reduce the file size of the RAWs ever so slightly.

[1]: There's quite a few new 'eats vermin' and 'is a vermin that gets eaten' tags that Warlord255 brought to the party. I like the flavor but want to see if it comes out in-game before deciding whether I'll be keeping it.
[2]: No sign of any actual bug reports as a result of these tags. This is frustratingly common for mod fixes I've accumulated: no bug report, little or no forum discussion..just raw fixes that somebody said were needed once.
[3]: There are a few reports that humanoid grazers have difficulty eating (not in the bug tracker though) so I want to test things for myself and put in a bug report if it's needed. It sounded kind of like people were digging deep fortresses and forbidding people from leaving; it makes sense to me that humanoid grazers would die in those conditions. That's on the player. If there's parts of the fortress with grass that they can access and they're not grazing on their own though, then that's different. Going to try testing this and panda people but it'll take a bit to just get a vanilla fort going with the relevant humanoids in it.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on April 08, 2020, 12:50:47 pm
I added a poll. I'll be trying to put out a release in the next few days and then I'll move on to testing some of the things that need testing. The poll will run until that second release comes out.

Hope you get back to it soon, enjoyed this mod the most!

Thank you. I'm working on it! I'm taking my time getting a hopefully stable release out, and then it should remain fairly stable for a long time going forward.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Splint on April 08, 2020, 01:09:40 pm
I'm in favor personally. Been using that old furrier mod for ages cause I liked using it to decorate armor (to achieve the wolf-head hood effect instead of using easily destroyed cloaks and hood items)
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on April 13, 2020, 08:07:47 pm
I've mostly finished the next big version. Things should be fairly stable for a while after that. The poll seems to be tilting pretty clearly in favor of keeping the renamed leather so I've already fixed animal person leather missing the "hide" noun issue and, while I was at it, I also brought back scale leather throughout. Both were done with as few raw changes as possible.

The changes to humanoids stealing things doesn't appear to be in the current version of Revised? I don't know, but that's one less thing to test.

There's still a to-do list for the next version. Not exhaustive and in no particular order:

 • finally sort out the plant files. I feel like Button did a lot of wonderful work in there that I've never taken the time to properly understand or appreciate. I want to either understand or revert it all.
 • talk to Sver about all the lingering combat-affecting changes and sort it all out. Revised still contains quite a few things from DF Combat Reworked, now's the time to sort out why I'm doing it and if it's still worth it without the rest of that mod. I'm thinking things like toughened sinew, skin, wood, leather, silk, chitin, etc...I'm also re-thinking the Coherent Weapons changes I'm currently making to the weapon files.
 • sort out elves. Tough or vanilla.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Proudbucket on April 29, 2020, 12:51:14 pm
This looks quite cool. I'll try the mod.
One thing to mention is that it is not entirely clear which changes the mod includes as some of the changes stated in the first post (e.g. aquatic mounts, tannable intestines) were reverted. Can you edit the first post or put an updated list of what this mod includes?
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on April 29, 2020, 12:54:11 pm
This looks quite cool. I'll try the mod.
One thing to mention is that it is not entirely clear which changes the mod includes as some of the changes stated in the first post (e.g. aquatic mounts, tannable intestines) were reverted. Can you edit the first post or put an updated list of what this mod includes?

Thank you! The current released version is still for v0.44.12 and the description is accurate for it. The changelog posed above is for my WIP new release, which I really should finish. The delay is a combination of real-life factors and me not knowing exactly what I want to do with the list in the post just above yours.

I'll see if I can push myself to polish up the next release and get it out.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Iδ! RIAKTOR! on April 29, 2020, 01:39:48 pm
I've mostly finished the next big version. Things should be fairly stable for a while after that. The poll seems to be tilting pretty clearly in favor of keeping the renamed leather so I've already fixed animal person leather missing the "hide" noun issue and, while I was at it, I also brought back scale leather throughout. Both were done with as few raw changes as possible.

The changes to humanoids stealing things doesn't appear to be in the current version of Revised? I don't know, but that's one less thing to test.

There's still a to-do list for the next version. Not exhaustive and in no particular order:

 • finally sort out the plant files. I feel like Button did a lot of wonderful work in there that I've never taken the time to properly understand or appreciate. I want to either understand or revert it all.
 • talk to Sver about all the lingering combat-affecting changes and sort it all out. Revised still contains quite a few things from DF Combat Reworked, now's the time to sort out why I'm doing it and if it's still worth it without the rest of that mod. I'm thinking things like toughened sinew, skin, wood, leather, silk, chitin, etc...I'm also re-thinking the Coherent Weapons changes I'm currently making to the weapon files.
 • sort out elves. Tough or vanilla.
Human hide? You may use words "anthropoderma" (straight, but sounds very bad), "nabrock" (sounds better) or "scalp" (sounds the best, but IRL has a little different use). Goblin wear +elf scalp bracelet+ will be incredible!
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on April 29, 2020, 03:57:18 pm
Human hide? You may use words "anthropoderma" (straight, but sounds very bad), "nabrock" (sounds better) or "scalp" (sounds the best, but IRL has a little different use). Goblin wear +elf scalp bracelet+ will be incredible!

Good suggestions! Unfortunately both 'anthropoderma' and 'nabrock/nabrok' are too esoteric for my tastes, and 'scalp' sounds like the item's literally just made of head/face skin, which isn't true.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Iδ! RIAKTOR! on April 29, 2020, 06:00:05 pm
Human hide? You may use words "anthropoderma" (straight, but sounds very bad), "nabrock" (sounds better) or "scalp" (sounds the best, but IRL has a little different use). Goblin wear +elf scalp bracelet+ will be incredible!

Good suggestions! Unfortunately both 'anthropoderma' and 'nabrock/nabrok' are too esoteric for my tastes, and 'scalp' sounds like the item's literally just made of head/face skin, which isn't true.
For small items like jewelry "scalp" sounds very good, when trophies are not big items (like coat of human "scalp"). But, as I know, trophies are only jewelry and non-trophies prevented by INTELLIGENT tag. 
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Senescent on April 29, 2020, 09:47:54 pm
Hello again! I just commented on your tileset thread earlier today. As I mentioned there, I've recently started playing again and I'm in the process of getting everything set up how I used to have it. I was reading descriptions in-game earlier and realized that I was missing this mod. To my surprise, I just discovered you were the creator of this.

I just wanted to let you know that I'm really looking forward to your new v0.47 update. In my opinion, this mod is essential and makes the game so much more pleasant to read. I really wish Toady would just integrate these changes into the vanilla game.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on May 01, 2020, 10:02:48 am
Hello again! I just commented on your tileset thread earlier today. As I mentioned there, I've recently started playing again and I'm in the process of getting everything set up how I used to have it. I was reading descriptions in-game earlier and realized that I was missing this mod. To my surprise, I just discovered you were the creator of this.

I just wanted to let you know that I'm really looking forward to your new v0.47 update. In my opinion, this mod is essential and makes the game so much more pleasant to read. I really wish Toady would just integrate these changes into the vanilla game.

Thank you! I'll try to get it done soon. I actually offered the changes to Toady already: in fact, I had the other contributor to the descriptions agree to release the work into the public domain just in case Toady took me up on it. Unfortunately he didn't want any outside creative contributions, so I think the vanilla descriptions will probably remain as they are for a very long time. I can attest that it was an enormous amount of work to add more to the descriptions for everything and edit and re-edit it all for quality.

Of course, Toady said he didn't want any outside creative contributions then announced the Steam release a year later (featuring outside creative contributions), so what do I know.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on June 03, 2020, 06:14:49 pm
Just wanted to post a quick status update. I've been rather busy IRL (Coronavirus has only decreased my free time, not increased it) but it's now pretty clear to me that I've lost most of my interest in DF and Revised, but I've not had the heart to just abandon it all again.

To avoid more future delays and potential problems I've decided to revert the parts of Revised that I'm personally just not that attached to. I've already made good progress and I genuinely expect an update in the next few days. Any unexpected significant blockers will probably also just get quickly reverted back to vanilla. I'll focus on what I'm good at.


After this I can consider Revised 'finished' and focus just on updates and bug-fixing going forward.

Before anyone panics, I do expect the vast majority of Revised to escape unscathed. I'm just focusing on getting rid of the parts that have consistently prevented me from releasing updates.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on June 06, 2020, 02:42:49 pm
As promised, have an update! Without the thornier areas of Revised I expect to be able to get new releases out quicker.

The changelog is more or less what's in this (http://www.bay12forums.com/smf/index.php?topic=161832.msg8120887#msg8120887) post and this (http://www.bay12forums.com/smf/index.php?topic=161832.msg8149088#msg8149088) post. If you're comfortable reading git diffs then you can see everything in this one mammoth commit (https://gitlab.com/dwarf-fortress/revised/-/commit/dea99efe02a4a8a29482ee4d0654f84fa94e9a08). There's also these changes:

* minor fix to foul blendec definitions; didn't need to comment out the original CASTE_NAME and add it twice, just retain the original.
* animal person leather is always called hide.
* scaly creatures over size 10,000 now yield leather, and it's called scale. This won't apply to randomly generated creatures.
updated to expanded dictionary 0.7.
* I was removing MAXAGE in giant variations before applying a new one to avoid bug 6393: I'm not doing so anymore because MAXAGE isn't, in fact, being edited in the creature variation file.
* sea lamprey tail slap attacks are now MAIN again, not SECONDARY.
* raccoons only steal food now, not also items
* elephant and rhino kicks are now main again, not secondary
* rhino man gore attacks are now MAIN again, not SECONDARY
* touched up a few descriptions

If I reverted something you care about, please let me know and make your case. If there's DF bugs I can easily fix without much effort, I'm happy to hear about them.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Darkond2100 on June 06, 2020, 07:32:00 pm
Thank you for all your hard work Taffer.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on June 14, 2020, 04:46:21 pm
Anyone that's followed Revised for a while will probably know that I'm a little obsessive about consistency. I want to revisit the "weak elf problem" and I can't help but notice that pretty much all animal people in Revised have NATURAL_SKILL, amplifying the below problem. I'll probably change all of that to SKILL_LEARN_RATE tokens instead as Sver suggested and add some for elves, because then I can avoid the adventure mode inconsistency. It's unfortunate that this bug still hasn't been fixed (https://www.bay12games.com/dwarves/mantisbt/view.php?id=9280), despite Toady making significant changes to character creation recently. Oh well.

I'll also be comparing Revised again to LargeSnail's updated Modest Mod (http://www.bay12forums.com/smf/index.php?topic=174231.0). I've definitely been too harsh at times on some minor fixes so this is a good way to go all the way back and compare against what I started with.

Otherwise, I'm thinking about bringing in some of Modest Bodies now that I'm looking at it again. For reasons I explain here (http://www.bay12forums.com/smf/index.php?topic=174231.msg8154100#msg8154100) there's a reason I didn't use it, but maybe I could bring in things like renaming upper legs to thighs and lower arms to forearms. You tell me if it would bother you to have "lower legs" and "thighs" instead of "lower legs" and "upper legs". I remember reverting some things in body_default to keep things closer to vanilla, but with the new internal limb changes the file's already a nightmare to compare against, so there's little point in holding back in that file.

The problem with Natural_Skill, is that it doesn't work on Adventurers due to a bug. That leaves you having to roleplay as the one Elf who can't shoot and dodge like the others. Kind of annoying (I ignore it and grit my teeth with my personal mod because it is a lot of fun in Fortress, but then, I don't share my mod with hundreds of Adventurer loving fans).

http://www.bay12games.com/dwarves/mantisbt/view.php?id=9280

It can be worked around somewhat, by using the SKILL_LEARN_RATE token instead. As far as I could observe, it works on adventurers.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on June 16, 2020, 11:28:11 am
Finished comparing to the Modest Mod again, now I'm on to vanilla-spice revised. The next release will definitely include a ton of fixes and improvements I'd previously deleted or said no to. I'm trying to be more lenient to improve Revised, so long as the change is easy to grok and unlikely to cause problems. You can see my progress and changes in the github repository.
Title: Re: Dwarf Fortress Revised (v2.1.0 for v0.44.12) (New poll up!)
Post by: Taffer on June 16, 2020, 09:48:57 pm
I've just added some Comments (some just personal opinion) and my Modders Knowledge to some scenarios. I didn't answer it all, as some of the points are points only a mod's author/visionary (I believe) should be the one to have the say in.

Not sure if Hugo_The_Dwarf will see this but just wanted to add that these comments have been very useful. Thank you again!
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on June 18, 2020, 10:54:19 am
I've mostly finished combing through Vanilla-Spice Revised, which has brought in a ton of nice improvements. Now I'm revisiting the below, because I was feeling kind of guilty about it. I was probably too petty.

I've already reverted elves to vanilla.

I'm putting some thought into elves, but I'm not sure exactly where I'll end up. Despite the many additions in the pending release I'm still very much a minimalist, so I don't want to go crazy. I'm thinking of bringing in flint from Vanilla-Spice Revised (and maybe bog iron) and then maybe they can start using stone weapons, but that kind of goes against my image of them. I might go back a few versions to the aztec-inspired spear throwers and weapons, those were fun. Maybe it was a mistake to get rid of them.

I've already gone through the material template file with a massive banhammer. I quite like Sver's work but there's some pretty significant differences between Revised and DF Combat Reworked already and I don't want to try to support these changes (balance-wise) independently.

The materials file remains tricky. Sver uses really high values in many cases and I worry about breaking combat, and I don't know if I have the energy for extensive testing. Some of it (like the linen buffs) seems to have been balanced specifically for Sver's armor, as well. That being said I agree with the motivation for a lot of it. I'll see where I end up in this file. I'm unlikely to bring it all back in but maybe I can compromise.

The banhammer will fall next on the plant files. I'm a little obsessive about Revised (if it wasn't obvious already) and I'm not confident I can give the plant files the attention they need going forward. Every creator has different interests, and while Button seemed to quite like modding plants I've never had any interest in it. As with the material template file I won't revert everything blindly, just the non-obvious changes.

The banhammer has lifted on the plant files. I was much too harsh on these files and a lot of the changes are a lot more straightforward than I'd thought after some study. Still unsure about the 'seeds come in pods' changes and 'more plants have seeds' changes. I just haven't done much gardening in Dwarf Fortress and it shows whenever I go to touch these files. Still, I do grok most of the other changes so I've brought them back in.

I'm also re-thinking the Coherent Weapons changes I'm currently making to the weapon files.

I'm mid-way through Coherent Weapons and my old weapons changes now. Some of them are pretty straightforward, but there's a few others I'm unsure what the motivation was. For example, spears have a smaller contact area, which helps them penetrate better...but I don't think spears have much problem penetrating already and the DF wiki doesn't indicate spears have any problems. I also made a bunch of changes to bows, crossbows, arrows, and bolts, and I'm not actually sure why (I just propagated the changes blindly, which I'm trying to avoid now).
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Yakefa on June 18, 2020, 03:09:14 pm
Shouldn't this mod be part of the main game? :)
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on June 18, 2020, 03:17:39 pm
Shouldn't this mod be part of the main game? :)

Thank you! I actually e-mailed Toady a long time ago offering that, mostly because I spent an obscenely long time improving the creature descriptions and I thought he might want to use them. He said he didn't want any creative contributions from others. (Although now we do have people contributing art to the game, so I guess he had a change of heart about "creative contributions").
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Yakefa on June 18, 2020, 04:10:23 pm
The guy has been working on his own game for 14 years so I understand his opinion.

The steam version will only affect graphics and UI as far as I know, it doesn't seem to fall into the "creative contribution" category.
Anyway, your mod looks like a great complement to the base game, maybe you should contact peridexis to include it in his pack, looks like a must have since it refines lots of rough edges and adds more layers of depth to some areas of the game.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on June 18, 2020, 10:38:03 pm
God help me, I've also started another editing pass over the creature descriptions. Send help.
Title: Re: Dwarf Fortress Revised (v2.2.0 for v0.44.12)
Post by: Taffer on June 19, 2020, 11:53:17 am
Will be restoring most of the materials changes, with full apologies to Sver. Just a few pages ago Sver already gave me the details I needed.

Material changes, aside from cloth (thread plant, silk, hair), chitin and wood, are all about the force transfer mechanic and work just as well with vanilla weapon velocities.
There are also temperature changes, but those stand on their own: makes it slightly harder to settle freezing/scorching biomes (but also slightly easier to wait out sieges there) and makes creatures catch on fire more realistically (in contrast with how fat is the only thing that burns in vanilla, and fatless creatures become immune to fire). Whether to keep it or not is a matter of taste.

Tissue changes are a different matter. It's probably best not to go as far with pain and bleeding increase on organs as my mod does while keeping vanilla weapons. On the other hand, changes that increase the durability of creatures (such as layer changes in b_detail_plan_default.txt) would work alright.

...

It is possible if you stick to only buffing the shear (edge) values, as all training weapons are blunt. That said, it will affect wooden trap components with edged attacks.

I've yet to test out the elves with "fake stone" weapons, but that is on the list. Might be a more elegant alternative to new wood types.

Thank you! Still a very useful post, months later. I'll go back and re-read the comments and PMs people have made to see what else I'm missing.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: flyteofheart on June 26, 2020, 11:10:10 pm
Re: above conversation, i would kill to have these changes put into the vanilla game.

Im so addicted to this mod I cant play any fortress without it, which means I essentially cant use other mods that ever touch vanilla files LOL. it would save me a lot of effort if most of this would just be vanilla! This plus your latest tileset is the first thing I look for after an update.

Really though thank you. The descriptions are wonderful, the slight changes to combat are fantastic, the bugfixes are much needed. how can i go back to forts without feather tree eggs after tasting the forbidden fruit?
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: GreyGoldFish on June 27, 2020, 09:19:02 am
Hey there! This is definitely my favorite mod, ever, I would kill to have it added by Toady, but as a developer myself, I can understand how he doesn't want to stray from his own creative vision of the game.

That said, there are some things that kind of irk me and that I wish that I could turn off, like having hyphenated or words with spaces in names, for example. World names especially end up looking really funky with the expanded dictionary in my opinion, though I agree that it definitely adds more variety than just having "The Windy [Blank]" every time!

All in all, love your mod and I wish you all a lovely day/evening!
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on June 29, 2020, 04:03:00 pm
The woolly limbed dwarves from v1.7.0 are returning! I stumbled into this again in my art collection and got inspired. Apparently the original artist took it down, which is a shame because I think it's an awesome interpretation of dwarves. Very non-canon (and therefore controversial), but if I'm honest I've always found dwarves kind of boring and this helps with that.

(https://i.imgur.com/fiBmfXX.png)

Not sure at the moment if it'll be an optional extra or not like it was last time. It's such a small change and pretty easy IMO to interpret as just dwarves being really hairy rather than literally the above image, but maybe it's too controversial. Let me know.

Re: above conversation, i would kill to have these changes put into the vanilla game.

Im so addicted to this mod I cant play any fortress without it, which means I essentially cant use other mods that ever touch vanilla files LOL. it would save me a lot of effort if most of this would just be vanilla! This plus your latest tileset is the first thing I look for after an update.

Really though thank you. The descriptions are wonderful, the slight changes to combat are fantastic, the bugfixes are much needed. how can i go back to forts without feather tree eggs after tasting the forbidden fruit?

Thank you so much for the kind words! You can thank the modest mod for the feather tree egg change specifically, I just inherited it.

Hey there! This is definitely my favorite mod, ever, I would kill to have it added by Toady, but as a developer myself, I can understand how he doesn't want to stray from his own creative vision of the game.

That said, there are some things that kind of irk me and that I wish that I could turn off, like having hyphenated or words with spaces in names, for example. World names especially end up looking really funky with the expanded dictionary in my opinion, though I agree that it definitely adds more variety than just having "The Windy [Blank]" every time!

All in all, love your mod and I wish you all a lovely day/evening!

Thank you! I go back and forth on the expanded dictionary myself. It's probably the most controversial part of the mod. I really like the expanded word selection, I really like that lewd words actually exist, but I also agree that it can make things hard to read sometimes. I already spent a few weeks helping GoblinCookie clean up the expanded dictionary. I could give another go, but I've been hesitant to for a few reasons:
I think I like it too much to remove, so maybe I should simplify anyways? I'll think about it. I'm not going to worry about it for now because I already have a lot on my plate for the upcoming release.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on July 01, 2020, 04:54:15 pm
I've finished sorting through Sver's mod for Revised and imported many changes. There's some followup work I have as a result: DF Combat Reworked allows more humanoids to scratch and bite than I do and un-nerfs some of the wilder, stockier humanoids, so now I need to follow through and decide what to do with the remaining humanoids that Sver doesn't touch that Revised does. After that I'm just going to compare to vanilla one last time and start the tedious process of revisiting my documentation.

The editor's pass over the descriptions has been delayed a release both for my sanity and also for the sake of getting something out again for people to play.

I'll be separating the Expanded Dictionary into an optional module. I'm not sure yet if woolly-limbed dwarves will also be an optional module.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Yakefa on July 08, 2020, 09:39:57 pm
Your mod makes the latest peridexis installer version crash.
As soon as I removed it, it worked again.
Crashes when embark.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on July 09, 2020, 01:42:23 pm
Your mod makes the latest peridexis installer version crash.
As soon as I removed it, it worked again.
Crashes when embark.

Thanks for the report! Unfortunately I can't provide any support for PeridexisErrant's Starter Pack as I've never downloaded it. I don't notice any crashing issues in vanilla or errors in the error log, so I'm not sure what's going on.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on July 17, 2020, 05:21:43 pm
If it wasn't obvious before I tend to focus on one thing at a time when it comes to my personal time. Sometimes I'm in a DF mood and I work well at it, but then I distract myself and forget all about DF for a time. Replying to one of my threads or PMing me can often help, as it'll warrant a response that might end up sucking me back in.

I want to get the next release out but my to-do list keeps exploding in unfortunate ways. I'm shunting a lot of the flavor-related to-do items for the release after next. There's still some cleanup to do but the hardest remaining problem is below.

Informal poll: I've been spending a fair amount of time on this unarmed attack nerfing nonsense. Comparing to Sver's work brought it up. Want some feedback, if anybody reads these ramblings.

Untangling my thoughts on this mess has already added many hours of work to this release. If I hear nothing I'll go with option 3 or 4. I like option 4 best: I don't have to think anymore and I'm not monkeying with combat balance more than I already am.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on July 19, 2020, 12:04:33 am
(response to removed post removed)

* humanoids are mortal and are gendered, unless they're automatons. (Taffer)

I'm Canadian and I'd really like to avoid discussion of politics.

II personally dislike this change of mod not because politics, but just because this don't suits mythology base of this creatures and even not needed for realism reasons. Immortal creatures are real, like pool hydra, also exist female-only lizards, male-only species also exist (mostly, plants, but not only: isogamy of motile cells, androgenesis of silk moth).

As I've mentioned earlier in the thread I do enjoy reading my illustrated books on mythology. The problem is that the original myths vary and can be a little vague, and modern fantasy has built on them quite a bit. Kobolds, elves, and dwarves are very different from the original myths and nobody seems to complain about that. I think you've just read different fantasy books than I have, to be honest. I'm very far from the first person to envision alternate-gendered mythological creatures (https://en.wikipedia.org/wiki/Satyress).
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Iδ! RIAKTOR! on July 19, 2020, 07:39:38 am
(response to removed post removed)

* humanoids are mortal and are gendered, unless they're automatons. (Taffer)

I'm Canadian and I'd really like to avoid discussion of politics.

II personally dislike this change of mod not because politics, but just because this don't suits mythology base of this creatures and even not needed for realism reasons. Immortal creatures are real, like pool hydra, also exist female-only lizards, male-only species also exist (mostly, plants, but not only: isogamy of motile cells, androgenesis of silk moth).

As I've mentioned earlier in the thread I do enjoy reading my illustrated books on mythology. The problem is that the original myths vary and can be a little vague, and modern fantasy has built on them quite a bit. Kobolds, elves, and dwarves are very different from the original myths and nobody seems to complain about that. I think you've just read different fantasy books than I have, to be honest. I'm very far from the first person to envision alternate-gendered mythological creatures (https://en.wikipedia.org/wiki/Satyress).
Adding nymph will be better than just satiress. Even adding just goat ('forest nanny goat') will be more interesting. Also male harpies didn't exist, but in myths they give birth to some horses. Foul blendec don't exist in mythology at all, but I have better ideas, than just adding the same, but female.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: rmblr on July 28, 2020, 02:47:28 am
FWIW

Quote
4. Nuke the whole idea from orbit and chalk this up as a good idea too annoying to perfect. I'm either nerfing every creature or indirectly buffing some of them. The more I untangle this the more of a balancing nightmare it becomes, unless I stop caring (I care). I'll still fix bite and nail scratch attacks, courtesy of Sver.

I think this is the best option.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on July 28, 2020, 11:24:37 am
FWIW
. . .
I think this is the best option.

Perfect. Thank you. I'll get back to work on a release. If anyone disagrees later I can revisit this.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: GreyGoldFish on July 30, 2020, 02:14:43 pm
Hey there! I'm eagerly awaiting the next update, but I don't blame you for taking your time. I agree with nuking the idea since it sounds like more trouble than it's worth. However, I beg you to consider making wooly-limbed dwarves optional as I don't like that design and would appreciate it if I could have the dwarves I'm accustomed to and still play with this lovely mod.

Thank you for all your work so far, Taffer, and I wish you the best! :D
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Iδ! RIAKTOR! on July 30, 2020, 04:40:29 pm
Taffer, are you good in syndrome coding? I have interesting idea for Revised.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on July 30, 2020, 04:48:44 pm
Taffer, are you good in syndrome coding? I have interesting idea for Revised.

I haven't made one but they don't look difficult. What's the idea?
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Iδ! RIAKTOR! on July 30, 2020, 09:23:52 pm
Taffer, are you good in syndrome coding? I have interesting idea for Revised.

I haven't made one but they don't look difficult. What's the idea?
Bird women and kobolds lay eggs, but cannot hatch them due to a bug. I think, syndrome can remove CAN_LEARN by counter trigger, so they will become sentient back after hatching, but will breed without bug. Sorry, if my English is bad.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Matrim_Cauthon on August 18, 2020, 01:32:09 pm
What controls the leather simplification?

Trying to combine this with Sver's set, His instruction seems to be to just overwrite the revised raws, but this has left me with a million leather types.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on August 18, 2020, 01:42:12 pm
What controls the leather simplification?

Trying to combine this with Sver's set, His instruction seems to be to just overwrite the revised raws, but this has left me with a million leather types.

There's no way for Sver's mod to function without overwriting this one, to be fair.

There's no leather simplification in this mod. I've been failing to release my big update for so long that I've kind of forgotten what the current release version does, but I know it doesn't actually simplify all leather into one type like the Accelerated mod does. It simplifies a few creature names, makes small creatures not yield leather, and renames some leather types to 'fur' (eg giant tiger fur coat, instead of giant tiger leather coat).
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Matrim_Cauthon on August 18, 2020, 03:15:30 pm
Ah that follows. Could have sworn it was your pack that had that, but must have been misremembering.

Haven't had any issues otherwise so far, other than wheelbarrows being bracelets, graphically speaking, but I'm pretty sure that's a LNP/tileset issue.

Thanks for the fast reply.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Ziusudra on August 18, 2020, 04:44:10 pm
Haven't had any issues otherwise so far, other than wheelbarrows being bracelets, graphically speaking, but I'm pretty sure that's a LNP/tileset issue.
They use the same symbol by default:
Quote from: https://dwarffortresswiki.org/index.php/DF2014:Tilesets#Row_10_.28144-159.29
153 Φ   Bracelets, wheelbarrows*
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on August 19, 2020, 12:37:32 pm
Powering through this lately. There's quite a bit of cleanup I want to get out of the way, but I finished much of it. No ETA, but I've cleared most of my major to-do items. As always, you can visit the repository (https://gitlab.com/dwarf-fortress/revised) to track my progress.

After adding quite a bit into Revised, I've since been in cleanup mode, re-implementing noisy features in a cleaner way and deleting many useless comments. The Revised comments are now more helpful and less frequent, so if you see one it's more worth your time to read it. I'll also add a little blurb to the opening paragraph about the Revised comment style, because it's often misunderstood and is IMO quite helpful to anyone casually reading my files. Literally every change Revised makes is noted where I made the change, and it's not hard to reconstruct the original file even if you don't have it handy.

My hope is to get Revised into a rock-solid state next release. Line-by-line comparisons between v2.3.0 and v3.0.0 will be rough: I want noisy cleanups out of the way now to make future comparisons easier.
Title: Re: Dwarf Fortress Revised (v2.3.0 for v0.47.04)
Post by: Taffer on August 19, 2020, 03:54:25 pm
EDIT: never mind.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Taffer on August 19, 2020, 08:49:07 pm
Finally, v3.0.0 is released! This is the 'I'm sorry I'm lazy" release. Most of the new additions are from the Modest Mod and Vanilla-Spice Revised. This has been a serious amount of work. I can somewhat confidently say I finally grok everything Revised does.

Future Revised updates shouldn't need to be quite so massive now that I've stabilized things.

Sometimes I've been too much of a minimalist, so here's some compensation.
• modest bodies has been fixed up and mostly integrated. the body parts are much more nicely named now. In a few cases I felt the changes read weirdly in combat, so I didn't include them.
• the Modest Mod announcements modifications have been brought back.
    • citizen deaths will pause and recenter.
    • mid-combat births will appear in the combat log
• toads and lice are carnivores.
• birds with taloned feet now kick with them.
• more giant creatures can kick. Also desert tortoises.
• moon snails also live in the tropics.
• ducks don't have sharp beaks.
• hippos are angry again.
• hippo bites are now "bites" again.
• flies, elephants, warthogs, chimpanzees, gorillas, muskoxen, orcas, sperm whales, and elephant seals aren't benign.
• orcas are large predators.
• moose and deer can be trained as pack animals.
• giraffes can bite.
• giant tortoise bites are edged.
• elk can be trained as (exotic) mounts and pack animals.
• hungry heads aren't large predators, they hunt vermin instead.
• dingos and anacondas aren't large predators either.
• giraffes can be trained as pack animals. Intended for elves.
• kobolds can use some creatures as pets. They like the poisonous ones.
• unicorns are war trainable.
• dwarven milk and cheese is available on embark.
• creatures made of inorganic materials will produce a boulder, bar, or wood block when butchered.
• hoof injuries can be splinted and need to be fixed by bone doctors.
• dwarves will no longer pick strawberry plants whole, nor try to eat them whole.
• animal people gain the SUPERNATURAL tag, preventing them from mutating into were beasts.
• some animal people have grasping tails.
• new creature attacks from vanilla-spice revised. For example, fly people and giant flies vomit acid when they bite.
• rhesus macaques, cyclops, minotaurs, yetis, sasquatches, stranglers, ogres, and blind cave ogres will steal booze again.
• rewrote reaction descriptions again to improve readability.
• golems and plump helmet people will reform if injured.
• added wooden training maces and hammers.
• brought back improved baby and child names for humanoids and extended it to all of them.
• gendered minotaur names.
• good-aligned grass will heal grazers.
• gave leech people genders.
• golden salve now heals, so it's no longer useless.
• cabbage, garden cress, lettuce, onion, spinach, taro, lesser yams, long yams, purple yams, white yams must be processed to bag first, not eaten whole. This provides seeds or growths.
• taro plants and lesser yams have roots.
• shrubs with unobtainable seeds can be picked whole and processed to bag like quarry bushes. This provides seeds or growths.
• due to bug 5812, all dwarves can equip longswords one-handed. Fixed that by increasing the size required to one-hand them.
• to compensate for this, longswords slash a greater contact area.
• short swords have a smaller contact area and penetrate better.
• scimitars were almost identical to short swords, so now they're a bit larger and are better suited for heavy slashes.
• grains are referred to by their proper names, not as "seeds."
• elves have greatarrows again.
• elves are TRAPAVOID. They step lightly.
• beak dogs now have special mottled skin. Their vanilla rainbow skin is pretty weird and never depicted in fanart.
• chitin and bone are no longer edible by vermin. Bodies in the open won't rot away completely anymore, but should leave bones strewn here and there.
• camel people, kangaroo people, and tapir people were missing fixes for bug 5105.
• cleaned up scale leather: it's now implemented much more simply and works with mod-added or randomly generated creatures. Thanks to Wannabehero.
• replaced NATURAL_SKILL with SKILL_LEARN_RATE for all animal people. The starting skill number was directly translated into a hundreds-place percentage. For example, toad people had 3 in climbing and 3 in stance_strike, so will now learn both skills at a rate of 300%. Some of these are inherited from their base creatures: in those cases I've ignored the problem in the interest of minimal RAW changes. A starting skill of 1 was translated to 150% skill gain in that skill.
• chitin is now properly considered bone for the purposes of armor crafting and doesn't yield leather, which I'd forgotten to take out (oops).
• goblins style their hair now.
• toughened chitin, nerve, muscle, cartilage, and sinew again.
• injured cartilage is painful.
• teeth injuries are no longer painful, just like vanilla.
• fingers and toes don't have muscle.
• adjusted the coverage of a few shirts: they were covering hips unnecessarily. Similarly, vests don't need to cover shoulders.
• sver material changes. Skin is toughened against force transfer, throats won't bleed during strangling. Organic tissues are tougher. Wood is stronger, mostly to buff elves. The temperature changes were not imported and are vanilla.

I'm still a minimalist, I can't help myself. Send help. Here follows the cleanups and banhammers.
• giant animals are no longer tamable by default...because they already were. Literally every single giant variation in the game has the PET_EXOTIC tag, making its addition in c_variation_default pointless.
• removed pointless comments. Revised changes are still indicated with curly braces, there's just no accompanying text if I didn't have anything useful to say.
• incorrect comments were fixed. Many of them were rewritten.
• giant toads, giant spiders, and giant bats now hunt all vermin, not just insects. This let me remove the EDIBLE_FLYING_BUG creature class additions.
• if I'm only adding things to a vanilla file, I now use a new file instead like a good modding citizen.
• reverted added SOUND tags from humanoids.
• humanoid leather is no longer named hide. After removing chitin leather I got a flood of errors from carapaced animal people when their creature variation tried to rename said leather. I didn't want insect animal people to give errors by default and didn't want to add dozens more lines supporting this manually to all the other animal people.
• I no longer remove NOTHOUGHT in the animal people variations, because the only animal it would apply to (sponge people) explicitly already remove it.
• biting and scratching is enabled again for beastly and savage humanoids. So pretty much everywhere but the civilized races.
• removed unarmed attack changes. I'm not in the business of trying to re-balance unarmed combat everywhere anymore. It's thankless, inconsistent, and mostly untested.
• kobolds lay eggs again. This behaves poorly in gameplay and is kind of weird IMO for a human-shaped creature, but unlike the animal people kobolds can't live in your forts.
• clarified comments on why I cap UBSTEP at 3, not MAX.
• for now, animal people don't vary in height and broadness anymore, just like vanilla. I've been experimenting with the descriptions for the next release.
• removed the new, buffed blood sucking attacks. Buffed the original attacks instead and tested: this is a cleaner way to do it. Vermin don't use attacks so it won't buff them.
• most or all of the primary/secondary attack changes have been removed. In most cases it wasn't intuitive to me how the animal or animal person should behave and in some cases it was a noisy change.
• renamed the _SMALL_ body detail plans to _NOLEATHER_ and _NOYIELD_. This is more descriptive and lets me eliminate many useless comments.
• throats unfortunately are now very vulnerable again, just like vanilla. This whole situation is messed up and complicated, it deserves a paragraph. The raws (fecking EVERYWHERE) define major arteries as very definitely being inside the skin, and throats are ONLY made of skin in vanilla. Sver fixed this by making the skin very thin and covering it with muscle, fat, and cartilage. It's an elegant solution that protects the throat much better at the cost of making combat logs read weirdly sometimes. In testing it felt really weird to have my goblin tear through cartilage to bruise the skin underneath. You can technically just add muscle, cartilage, and fat underneath the skin as normal and while that's very accurate of you, the arteries will still be in the skin. A proper fix would be to tell the creature raws that throat arteries are below the skin not in it, but that would add hundreds of changes to Revised to fix one combat issue. Instead I'm giving up and adding this one to the pile of things I hope Toady fixes someday.
• cleaned up facial part positioning.
• joints are no longer much larger than vanilla. This was inherited from Sver's mod, which inherited it from Grimlocke's, and I can't find any comments from Grimlocke explaining the feature. This is a particularly noisy fix that I don't think I ever actually understood until this obsessive cleanup round: my comments claim making joints bigger makes them stronger, which is a bit of a bold claim. Surely it just makes them more of a target? I thought of messaging Grimlocke but for now I'll revert the feature. I don't want to delay the release further and this helps to clean up body_default, which is still one of the most tedious files to compare against vanilla.
• revised added a lot of GOBBLE_VERMIN_CLASS:MAMMAL. Remove most of it. In almost all cases it was on aquatic creatures (there are no aquatic mammal vermin for them to eat) or on creatures too large to eat vermin, IMO. It was kept for snakes, though.
• removed the added sounds for the fish in creature_large_riverlake. These were the only fish that had added sounds (inconsistent) and it mentioned violent splashing, which felt a little odd.
• removed added sniffing sounds for many creatures, because I felt it wasn't loud enough to be worth including.
• reverted the 'no perfect armor coverage' changes. Felt like something I should probably test out better.  If I had the other balancing Sver did to the files I'd have kept it, but in isolation it didn't feel right to keep it.
• turbans, head veils, face veils, and headscarves in Revised were worn over armor, not under it. Turbans were shaped to prevent wearing more of them. This was all reverted. A few of these didn't make sense (face veils over armor) and the others could go either way. Also, reverting this meant I no longer edit item_helm. A small victory for compatibility.
• MATERIAL_SIZE on whips was reverted to vanilla. Whips have still been weakened, but they're now cheap to create again.

Sometimes I make mistakes too.
• animal people are no longer immortal (oops).
• monitor lizard women were missing their CASTE_NAME (oops).
• fixed a typo, eagles now cry like eagles and not falcons (oops).
• cleaned up some remnants of the old simplified names (oops).
• moon snails no longer have child names because they have no children (oops).
• restored missing GO_TO_END in the mantis person definition (oops).
• blizzard men can have HUMANOID_RIBCAGE_POSITIONS again, which I'd incorrectly deleted (oops)
• hair has ITEMS_HARD again. Not sure why this was changed from vanilla in Revised, mistake or uncommented feature?

After writing all of that I've just realized the description still needs fixing up, because I've missed some things. Feck it, I can do that later.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: GreyGoldFish on August 20, 2020, 09:30:36 am
Taffer, you're a godsend! By far my favorite release of your mod until now, and I can finally play Dwarf Fortress again! :P

It's a shame about throats, though, hopefully one day Toady will take care of that, just like you said.

Thank you so much for including the expanded dictionary and woolly-limbed dwarves as optional addons, by the way, I really appreciate it.

Cheers!
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Matrim_Cauthon on August 20, 2020, 04:03:56 pm
Great! As always, thank you for the hard work.

A question and a comment.

Is it still safe to overwrite revised with Sver's if we want his combat balance? (or more specifically my brand of Sver's balance :P)

RE: the joint resizing, IIRC and to my understanding making the joints larger primarily did two things:

1) Changed the dynamic of force transfer - I understand the mechanics here less, but as far as I understand relative size differences between parts affects how much force is transferred, making smaller joints much more easily damaged. Perhaps the material changes are enough to fix this.

2) Made joints significantly harder to sever. Smaller joints can be shot off by arrows, and are easier to tear off with bite attacks.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Sver on August 20, 2020, 04:35:59 pm
Is it still safe to overwrite revised with Sver's if we want his combat balance?

Should be safe. Some of the changes from the latest Revised will get overwritten, though.

I can't say for certain when I'll be able to return to active modding and incorporate the Revised update, but for now they should be working mostly fine together.

Changed the dynamic of force transfer - I understand the mechanics here less, but as far as I understand relative size differences between parts affects how much force is transferred, making smaller joints much more easily damaged. Perhaps the material changes are enough to fix this.

They are enough, technically, but that is much wonkier. To keep it short, larger joint size makes them much more resilient, because DF considers tiny bodyparts to be extremely fragile - in quadratic progression, I dare say. You need over the top material strengths to compensate for that with vanilla joint sizes; larger sizes, on the other hand, allow for some fine tuning to get the result I desire (so that certain weapons still could break joints without getting too much raw power yet).

Joints are also impossible to target manually, and they don't seem to come up in the combat logs that much more often (not that I would mind) from the size increase.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Matrim_Cauthon on August 20, 2020, 04:44:22 pm
Well that tracks with my memory at least, It's been at least a year since I dove into combat and body tweaks so I'm fairly rusty on some topics.

Also, thanks for all the hard work, what you and Grimlocke have done really laid the ground work out for better weapons and armor, without that I'd never have even gotten close to having a coherent pack built to my own tastes.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Taffer on August 21, 2020, 12:57:08 am
Taffer 10 minutes ago: "I haven't been working on Revised that long, really.."

Quote
on: December 10, 2016, 12:44:23

"...well at least I started that fairly soon after I released my tilesets..."
know I
Quote
on: April 21, 2012, 22:43:59

Anyways. I'm thinking of revisiting the descriptions for the next release but I don't want to take forever again, and I spent years on the descriptions already.

I've also collected a motley little collection of to-do list items over the past year or whatever. I don't usually do this but I thought I'd share a few of them, make of them what you will. Posted as-written other than the bit about the elephants, which might have deserved a little context. (Actually let me know what you think of this, I often have ideas to improve the giant variations but I always convince myself to stick closely to vanilla. Maybe I'm wrong).

• aquatic egg layers (sea serpents) shouldn't lay eggs
• maybe give elves ambusher
• elf SKILL_LEARN_RATE skills
• elf beards?
• maybe take inspiration from kingdom rush origins..bearded, strong, horned elf castes?
• troll analog for elves, maybe with feathers?
• giant elephants could have 4 eyes, 4 tusks (https://cf.geekdo-images.com/opengraph/img/2uTp0k9fBsM3uytDfQgea7V_szE=/fit-in/1200x630/pic4286631.jpg)?
• test internal facial features
• mastodons?
• reconsider dried gut thread
• consider the bird vermin problem
• fix throats always getting attacked from behind somehow (no earthly clue how I intend to pull it off though)
• unnaturally thin bird people in generated descriptions

Of course like half the remaining list is just to look over some of the other mods I've had my eyes on.

Taffer, you're a godsend! By far my favorite release of your mod until now, and I can finally play Dwarf Fortress again! :P

It's a shame about throats, though, hopefully one day Toady will take care of that, just like you said.

Thank you so much for including the expanded dictionary and woolly-limbed dwarves as optional addons, by the way, I really appreciate it.

Cheers!

Glad you enjoy it! Let me know if any issues come up. I'm still pretty bad at actually playing Dwarf Fortress, so you might notice something I've missed.

Great! As always, thank you for the hard work.

A question and a comment.

Is it still safe to overwrite revised with Sver's if we want his combat balance? (or more specifically my brand of Sver's balance :P)

RE: the joint resizing, IIRC and to my understanding making the joints larger primarily did two things:

1) Changed the dynamic of force transfer - I understand the mechanics here less, but as far as I understand relative size differences between parts affects how much force is transferred, making smaller joints much more easily damaged. Perhaps the material changes are enough to fix this.

2) Made joints significantly harder to sever. Smaller joints can be shot off by arrows, and are easier to tear off with bite attacks.

Thank you! It should be safe, yes, but then things will be inconsistent, especially in regards to unarmed combat. But I care far more about inconsistencies than sane people.

I'll happily bring back the larger joints for the next release. Thank you for helping to clarify. Sometimes I revert things because I don't understand them, and that was definitely the case here.

I can't say for certain when I'll be able to return to active modding and incorporate the Revised update, but for now they should be working mostly fine together.

I'm looking forward to your next update, whenever it comes!

They are enough, technically, but that is much wonkier. To keep it short, larger joint size makes them much more resilient, because DF considers tiny bodyparts to be extremely fragile - in quadratic progression, I dare say. You need over the top material strengths to compensate for that with vanilla joint sizes; larger sizes, on the other hand, allow for some fine tuning to get the result I desire (so that certain weapons still could break joints without getting too much raw power yet).

Joints are also impossible to target manually, and they don't seem to come up in the combat logs that much more often (not that I would mind) from the size increase.

Thank you for helping to clarify. I should have just messaged you. I'll bring back larger joints. As always, feel free to let me know your thoughts, it's great to have people pushing back sometimes.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Crowbeard on August 25, 2020, 03:41:40 am
First, may I say this is a seriously excellent mod. It stays true to the vanilla design, but the collection of improvements gives a much better experience. Thank you very much Taffer for putting it together, and to everyone who contributed.

I have noticed one minor weird thing while testing in the arena, which is facial features being protected by mail shirts:

Quote from: Dwarf Fortress
The flying {steel bolt} strikes Dwarf 5 in the mouth, bruising the left cheek's skin through the small steel mail shirt!

This seems like it might be similar to the vanilla issue with cloaks protecting toes. Please forgive me if this is actually a known problem-- I found references to it happening with UBSTEP:MAX, but I see that the mod specifically has it at 2 for the neck and shoulders.

The wiki has conflicting information. The graphical armor chart does have the face coloured in for chain mail, but the text says
Quote
The whole method is pretty nifty, even though faces can't be covered by head armor. This means that mouths, noses, eyes, and cheeks are as vulnerable as if you were not wearing anything at all, even if the name of an article of clothing would normally imply that it protects them.

I tried to reproduce without revised with a fresh install from the starter pack, but that does seem to work as expected:
Quote
The flying {steel bolt} strikes Dwarf 11 in the mouth and the left cheek is cloven asunder!
The {steel bolt} has lodged firmly in the wound!

Anyway, it doesn't affect my enjoyment at all-- actually I prefer it over all facial features being completely unprotected, since I just pretend it's being partially protected by the helm instead of the shirt-- but thought the report might be helpful.

Edit: I found a relevant bug report describing the vanilla behaviour with UBSTEP: https://www.bay12games.com/dwarves/mantisbt/view.php?id=1821
I really don't understand the description of the algorithm, but sounds to me like this bug is probably causing the issue:

Quote from: derigo (reporter)
LBSTEP is working fine, its UBSTEP that's being buggy. If you make body armor with UBSTEP:MAX but LBSTEP:0, it will still cover the toes. The only difference is that the legs won't be covered (because LBSTEP is 0). Also, the UBSTEP needn't be MAX. It just needs to be high enough to reach the parts in question. You need a UBSTEP>=4 to reach fingers and toes, and a UBSTEP>=2 to reach facial features.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Taffer on August 25, 2020, 09:09:54 am
First, may I say this is a seriously excellent mod. It stays true to the vanilla design, but the collection of improvements gives a much better experience. Thank you very much Taffer for putting it together, and to everyone who contributed.

I have noticed one minor weird thing while testing in the arena, which is facial features being protected by mail shirts:

...

This seems like it might be similar to the vanilla issue with cloaks protecting toes. Please forgive me if this is actually a known problem-- I found references to it happening with UBSTEP:MAX, but I see that the mod specifically has it at 2 for the neck and shoulders.

The wiki has conflicting information. The graphical armor chart does have the face coloured in for chain mail, but the text says ...

I tried to reproduce without revised with a fresh install from the starter pack, but that does seem to work as expected:

...

Anyway, it doesn't affect my enjoyment at all-- actually I prefer it over all facial features being completely unprotected, since I just pretend it's being partially protected by the helm instead of the shirt-- but thought the report might be helpful.

Edit: I found a relevant bug report describing the vanilla behaviour with UBSTEP: https://www.bay12games.com/dwarves/mantisbt/view.php?id=1821
I really don't understand the description of the algorithm, but sounds to me like this bug is probably causing the issue:

Thank you for the compliment and thank you for the report. This is expected behaviour and there's not much I can do about it, unfortunately. Revised works around that bug already by capping UBSTEP so that toes are never protected by upper body armor. It also sets shoulders and hips as "internal limbs" to separate limbs from the body by one extra step. This lets me protect necks, tails, and (if added) "anatomically correct bodyparts" by default. I bumped UBSTEP and LBSTEP everywhere to compensate. One of the side effects is that more tops protect facial features now.

It isn't perfect, which is why I'd also planned on including Sver's internal facial features. I didn't want to delay this release further so that todo item is on the agenda for the next release. If it works out as well as I hope it will solve this issue, for the most part, with (I hope) a minimal amount of weirdness. (Weirdness in combat logs, setting mouths, noses, etc as internal will be intrisincially weird either way).

Related but IMO cool, I added several such internal limbs for bird people specifically so that their winged arms would never be protected by armor. It makes sense to me that armored wings can't flap particularly well and can be seen as a balancing nerf against flying humanoids (not that they tend to wear anything anyways).
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Matrim_Cauthon on August 25, 2020, 03:18:20 pm
IRRC with the body plan used in Revised any torso armor that covers the upper arms also covers the 'face' parts. Sver's has similar behavior but is made less noticeable by the internalizing of facial features.

It's better than vanilla behavior by far, but DF is gonna be weird :P
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: wickys on October 27, 2020, 07:19:45 pm
Does this mod nerf the strenght of dwarves in combat somehow? I seem to recall a single squad could easily take on 100 goblins or so, but now it seems all soldiers die shortly after engaging in combat with multiple goblins. Or was that always the case and I just had super trained soldiers? Hmm
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Iδ! RIAKTOR! on November 26, 2020, 08:46:56 am
Read you myths? Minotaur wasn't hooved, he had only head of bull and tail of bull, but human legs.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: ZM5 on November 26, 2020, 09:02:56 am
Read you myths? Minotaur wasn't hooved, he had only head of bull and tail of bull, but human legs.
What does it matter? There's different interpretations and versions too.
Title: Re: Dwarf Fortress Revised (v3.1.0 for v0.47.04)
Post by: Taffer on November 27, 2020, 10:40:42 am
I put together a new version to fix the most egregious things. Joints are large again, facial features are internal, and elves have some skills they're naturally good at learning.

I expect the big new release to make or break me, I'll probably either start a new graphics overhaul and get excited or I'll give up on DF. Revised already does pretty much everything I set out to do as it is. If nothing else it'll perhaps be useful for modders as a starting point when the next release comes and DF has users flooding in.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Taffer on November 27, 2020, 10:56:52 am
Does this mod nerf the strenght of dwarves in combat somehow? I seem to recall a single squad could easily take on 100 goblins or so, but now it seems all soldiers die shortly after engaging in combat with multiple goblins. Or was that always the case and I just had super trained soldiers? Hmm

Not really. Almost all combat changes in Revised apply equally to many creatures. Dwarves don't bite and scratch anymore and goblins do, but I doubt that's what's killing your dwarves quickly.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: McOrigin on January 08, 2021, 07:09:28 pm
Hi! I just learned about your mod as I was brwosing through my raws. I guess it comes as an optional addition with Meph's Pack and I never activated it before.
I just wnated to say thank you for this great mod! I always modded in tameable GCS myself and .. wow did you add and change a lot of stuff. Good job, thank you!
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: ANickel on January 15, 2021, 07:36:47 pm
Been having a bit of an issue, finding that I can't turn fur into anything.  I was hoping to use it for "fur" leather armor but it doesn't seem to validate as a leather item.

Edit: Not sure what the issue was, but I started a new fortress at some point and I'm not having this issue anymore.  So I guess false alarm.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: GreyGoldFish on February 14, 2021, 08:55:30 am
Taffer, are you going to be updating this mod for v0.47.05? If not, that's perfectly okay! I'm just wondering.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: FantasticDorf on February 14, 2021, 12:58:01 pm
Very little changed between now and the last update of 47.04 to 47.05 besides the following on file, so it should probably be fine if carefully transferred without issuing a entirely new release, but of course a new mod publication would be more straightforward.

Code: [Select]
Auxiliary file changes for 0.47.05:

creatures
grasshopper gets [VERMIN_GROUNDER]
leopard geckos don't have sticky feet - removed prefstring
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Senescent on November 18, 2022, 12:54:49 am
Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.
Title: Re: Dwarf Fortress Revised (v3.0.0 for v0.47.04)
Post by: Vanzetti on November 18, 2022, 09:11:29 am
• beak dogs now have special mottled skin. Their vanilla rainbow skin is pretty weird and never depicted in fanart.

I beg to differ. In all fanart by Kruggsmash, beak dogs are rainbow skinned monstrosities.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Warlord255 on November 19, 2022, 01:40:01 pm
Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.

If Taffer is MIA, I plan to port Vanilla-Spice Revised to the Steam workshop - all the features and fixes here plus a handful more that tweak vanilla creatures without affecting their (future) art assets.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Taffer on November 21, 2022, 09:03:01 am
Any work on Revised that’s uniquely mine I consider public domain (https://wryemusings.com/Cathedral%20vs.%20Parlor.html), FYI. But this is a collaborative mod and there’s a lot of contributions that aren't mine.

Are there any plans to update this mod and bring it over to the Steam Workshop? I absolutely adore it and hope it doesn't get forgotten. I'd love for the inevitable surge of new players to be able to experience all of the work that has gone into this.

I’ll think about it. Updating with a quick diff check for the new version isn't hard; making sure that everything works properly and that I truly understand what I'm changing is another.

I did quietly try my hand at tileset editing a week ago but it didn’t turn out, which kind of sucks.

For Steam Workshop specifically, I don’t know.

If Taffer is MIA, I plan to port Vanilla-Spice Revised to the Steam workshop - all the features and fixes here plus a handful more that tweak vanilla creatures without affecting their (future) art assets.

I'm not sure if I'll want to support my work on the workshop, even if I do have more releases. I appreciate your work on Vanilla-Spice Revised.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Xen0n on November 28, 2022, 03:47:59 pm
I understand that it's still under consideration whether to update DF Revised for the Steam release of DF, but I was curious about the current compatibility / integration with Sver's DF Combat Reworked (http://www.bay12forums.com/smf/index.php?topic=170474.0)? I see that both mods incorporate some features from each other, and at one point Sver's DF Combat Reworked recommended installing it alongside DF Revised, but am not clear how much of that info is still up to date and whether both mods should / shouldn't be installed together?

Either way thank you for making this mod, it's exactly the type of thing I am always looking for: some bug fixes, some balance adjustments to things like combat, and fleshing out some things that "make sense" like using chitin for crafts, etc. but without straying too far away from the vanilla "feel" or getting overpowered.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: flyteofheart on December 18, 2022, 11:31:47 pm
Hi Taffer,

Iv been using your tile set and vanilla mod for probably as long as you've been making them haha, I think I got the tileset in particular many many years ago and couldn't play DF any other way. I am legitimately depressed that the game has graphics set now and I can't use your beautiful tiles or let your beautiful descriptive words carry me through the game. Il get over it but it's a real feeling.

If you don't update the descriptions at least I will probably have to find a way to update it myself for personal use later!

Just wanted to pop in and say thanks and remind you people love your work. The tilesets and the mods. If you ever do update il be first in line
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Igfig on January 05, 2023, 08:20:04 pm
I've found myself getting back into DF recently due to the Steam release, and I am tickled downright pink to see that a direct descendant of my original Modest Mod is still going strong after all these years. It's really incredible to see all the improvements that you—and Button, LargeSnail, Warlord255, Sver, and all the other contributors—have put into it since I retired from the scene.

Keep up the great work!
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Vagabundo on January 19, 2023, 06:53:35 am
Very little changed between now and the last update of 47.04 to 47.05 besides the following on file, so it should probably be fine if carefully transferred without issuing a entirely new release, but of course a new mod publication would be more straightforward.

Code: [Select]
Auxiliary file changes for 0.47.05:

creatures
grasshopper gets [VERMIN_GROUNDER]
leopard geckos don't have sticky feet - removed prefstring

Id like to use this with LNP. I tried adding it and got a merge conflicts pop-up, but with no information what they were, I assume the elements you mentioned above.

Any idea how I could find and update these? Ihandy enough with a text editor but not sure how the whole moding system works.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: flyteofheart on January 20, 2024, 03:51:05 pm
Hi Taffer,

If you ever see this I have ported all of your creature descriptions and some of your edits :)  I plan on porting more of the features as modular mods.

https://steamcommunity.com/sharedfiles/filedetails/?id=3143767330

If you ever want to take over just let me know. Also anyone else feel free to work off this base. Porting to steam workshop is a huge pain.
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Taffer on January 27, 2024, 06:34:16 pm

I've found myself getting back into DF recently due to the Steam release, and I am tickled downright pink to see that a direct descendant of my original Modest Mod is still going strong after all these years. It's really incredible to see all the improvements that you—and Button, LargeSnail, Warlord255, Sver, and all the other contributors—have put into it since I retired from the scene.

Keep up the great work!

Kind of embarrassing that this is one of the last messages in the thread...but I'm happily "retired", unfortunately. It was going strong, at least. For a few years.

Hi Taffer,

If you ever see this I have ported all of your creature descriptions and some of your edits :)  I plan on porting more of the features as modular mods.

https://steamcommunity.com/sharedfiles/filedetails/?id=3143767330

If you ever want to take over just let me know. Also anyone else feel free to work off this base. Porting to steam workshop is a huge pain.

I like the cut of your jib. Keep it up. I once took a week's vacation just to focus full-time on the descriptions, and that represented only a tiny fraction of the amount of time I spent on it. Mostly editing, over and over.

Glad to see it's being carried forward. The descriptions in particular I was proud of.

From your reddit announcement: "They provided blanket permission for this on their thread on bay12 here" -- I'm he/him. :)
Title: Re: Dwarf Fortress Revised (v3.1.1 for v0.47.04)
Post by: Button on February 06, 2024, 12:00:37 am
I'm currently working on a Steam port of the plant raws and associated reactions from the regular (not Accelerated) Modest Mod, which I'm planning to release under the title Modest Plants. Based on a cursory look at the raws on gitlab, this seems to be very similar to the plant raws from Revised, with the exception of Revised giving healing properties to good-aligned grass. So, if you can do without the magical healing grass, you can consider that checked off the list.

(I just cannot deal with vanilla Dwarf Fortress seedpods. Why do we even harvest seedpods, if we can't open them for the actually usable seeds within? Why can we plant imported beans in our farm plots, if all they give us is unusable seedpods? Why do we live? Just to suffer?)