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Dwarf Fortress => DF General Discussion => Topic started by: Asin on September 15, 2019, 12:48:58 pm

Title: What are all the things that have been removed from DF over the years?
Post by: Asin on September 15, 2019, 12:48:58 pm
Stuff like creatures, trees, plants, stones, etc.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: wierd on September 15, 2019, 02:13:11 pm
I miss the tentacle demons (https://dwarffortresswiki.org/index.php/40d:Tentacle_demon)... :(
Title: Re: What are all the things that have been removed from DF over the years?
Post by: DerMeister on September 15, 2019, 02:22:06 pm
Stuff like creatures, trees, plants, stones, etc.
Only small amount of creatures was removed. The most of them was remade into generated creatures. Wizard and treant even not really was in game.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: SQman on September 15, 2019, 03:56:54 pm
-Felsite was replaced by dacite
-Wild strawberries were renamed to strawberries
-Ratmen were renamed to rodent men, lizardmen to reptile men, and snakemen to serpent men
-Titans were once simply larger giants (size 20 vs 16), then they got replaced by procedurally generated titans we have now
-Werewolves used to be regular monsters, not much more dangerous than mundane predators. They got replaced by current werebeasts
-Giant desert scorpions were completely removed, probably because there are no regular desert scorpions
Spoiler: On clowns (click to show/hide)
Title: Re: What are all the things that have been removed from DF over the years?
Post by: voliol on September 15, 2019, 04:20:10 pm
I wonder why felsite was replaced. Especially since it is still the name of an in-game month.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: PlumpHelmetMan on September 15, 2019, 04:42:19 pm
I don't think the old clowns ruled over goblin civs either. Correct me if I'm wrong.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: DerMeister on September 15, 2019, 05:21:36 pm
I don't think the old clowns ruled over goblin civs either. Correct me if I'm wrong.
In old versions goblins worship any powerful creature. Only Clown was powerful creature.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Blastbeard on September 15, 2019, 06:46:42 pm
the [POWER] tag allowed a megabeast to represent itself as a deity and become the leader of a civilization. It worked best with intelligent creatures but anything with a [SPHERE] tag would do. This tended to end favorably for the civilization in question as the megabeast would fight its own wars as much as possible, and being immortal would eventually become very, very good at it.
This tag is still partially functional, but now megabeast behavior takes priority over false deity behavior, so the moment the imposter is on screen it will drop the act and kill everything that moves.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Quietust on September 16, 2019, 12:34:12 pm
It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.

Just to name a few, from version 0.28.181.40d and earlier:

And some more from version 0.23.130.23a and earlier:
Title: Re: What are all the things that have been removed from DF over the years?
Post by: scourge728 on September 16, 2019, 01:52:05 pm
ptw
Title: Re: What are all the things that have been removed from DF over the years?
Post by: pikachu17 on October 16, 2019, 08:23:45 pm
ptw
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Salmeuk on October 19, 2019, 05:36:52 pm
I desperately miss seasonal flooding. The mechanic gave such character to the farms of your fortress. Optimal plot designs would cling to the sides of the winding cave river. Sometimes the cave river would split, and you could use the middle island as a safehouse, if it was large enough.

I miss the 3d version cave rivers, too, since they would often go undiscovered until you took it upon yourself to dig some gigantic project, and their discovery was such a surprise! Their path through the mountain rock was often chaotic and unpredictable.

You could argue that certain animal behavior was removed or changed. Think the rage-filled elephants from Boatmurdered or the deadly carp from the early 3d versions. These creatures aren't GONE gone, but their behavior has changed that they might as well be entirely different creatures. Sure, you can call it a bug-fix, but in the realm of DF the line between intended behavior and interesting gameplay is pretty damn murky.

Kobolds used to be more common, but I think their civilizations have trouble surviving in the most recent worldgen and you only see them occasionally.

I think certain animals are over-present in recent versions. Think about the last time you embarked on a hot savanna river and there WEREN'T just hippos, alligators and eels. Sure, new animals eventually wander on, but chances are you see the same damn creatures for years and years. I remember old versions having a more diverse faunal presence.

At least we still have Gnomes! I remember a fortress where I caught and tried to breed the little dudes. I thought the little 'g's were awfully cute. I can't remember if I succeeded but I know the map is on DFMA.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Urlance Woolsbane on October 19, 2019, 09:25:47 pm
Human civs used to have fortresses, which were like keeps without a surrounding town. They will, however, be reintroduced in the next update.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Atomic Chicken on October 22, 2019, 04:52:36 pm
Curious underground structures (removed after 0.34.11):
Spoiler (click to show/hide)
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Beakromancer on October 22, 2019, 05:28:24 pm
Goblins could spring ambushes on your fortress.

Barons, counts, dukes, and kings could appoint a royal guard.

The dwarven caravan could bring dwarven milk and cheese (the kind that comes from purring maggots).

Diamond was a singular gem, and didn't have all the variations it has now (red, blue, etc)

Blizzard men would melt into water when killed.

Elves were the same size as humans.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: George_Chickens on October 22, 2019, 11:42:14 pm
Ambushes can still happen. It's just rare, because they're not hardcoded to appear upon a certain size anymore.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on October 23, 2019, 01:37:33 am
Ambushes can still happen. It's just rare, because they're not hardcoded to appear upon a certain size anymore.
Goblins don't ambush any more. They only send sieges once the population trigger is reached. Elves kind of ambush. Although a hidden band of 200 elves is still an 'ambush' so it doesn't do the small ambush > big siege escalation that the pre 0.4x releases had.

Kobolds and snatchers still turn up, and snatchers sometimes have a couple of guards. That's kind of like an ambush, I guess.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Funk on October 23, 2019, 06:16:32 pm
World gen detail.
You used to have the detail of every man, dwarf and elf.
That meant that world gen combat was more intresting as you'ld get something with a few kills an it they would spiral up in power killing hundreds in a single battle.   
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iduno on October 30, 2019, 10:16:01 am
I miss chasms. And being able to search for magma pipes (volcanoes) in embark.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: recon1o6 on October 30, 2019, 02:53:47 pm
Exploding alcohol

now it just boils away :(
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on November 02, 2019, 06:28:56 am
FYI, some of the removed features can be reintroduced with appropriate modding:

Giant desert scorpions still have raws on the wiki that you can add back

Goblins lack the [AMBUSHER] tags but it can be added back

Guild representation trade noble (in hulan civs) can be added back with dfhack

Modding purring maggots to inhabiy the first cavern layer will make dwarven milk and cheese available at embark and in caravans

Other missing features:

Stone layer reports in the embark screen were much more accurate

There used to be a 3D visualizer

Killing a bunch of your citizens used to have an impact on future migration waves (it would spook them away)

There used to be actual, clear-cut quests instead of "rumors"

There used to be a bunch of literally useless nobles, like the "Philosopher".

Cave civs could sometimes be friendly to your fort, and were always friendly with your adventurer

Irrigation used to be a requirement to begin to farm, even soil. This has been activated and deactivated many times along the versions so I kinda lost track.

Your adventurer could join a religion and start talking to their deity. It wouldn't do much though

Tigermen were tameable sentients, like gremlins. Tameable sentients lead to a bunch of fun behavior such as requiring constant training to remain a part of your fortress and not revert to a wild state. Before the visitor/long term resident system was a thing, they were even considered pets.

The early HFS was very different. There used to be torture chambers with chained prisoners, acting as a warning before the first wave ("Horror! Demons in the dark!")

Adventurers were able to eat other sentients if ethics permitted. This can be dfhacked back in
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Robsoie on November 02, 2019, 07:31:01 am
I miss the tentacle demons (https://dwarffortresswiki.org/index.php/40d:Tentacle_demon)... :(
They had no respect (http://www.bay12forums.com/smf/index.php?topic=46541.msg927012#msg927012).
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Wallyom on November 03, 2019, 02:40:15 pm
So, what version is the most feature rich of those old versions of DF? I kinda wanna make a fort just to see how it goes.  :P
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on November 03, 2019, 03:33:12 pm
The most feature-rich version is probably the latest one. The artifact release brought the most additions to gameplay for a long while.

Keep in mind Toady removed gameplay mechanics from earlier versions because they were buggy, incomplete and ultimately not that fun. Think of stuff like the economy. The plan was to rework on them later, though of course, later in Toady terms usually means 10 years or so.

There's stuff that was removed because he did rework on it, like the Dungeon Master being replaced by the current intricate animal training system, or cave rivers/tunnels that were replaced with the extensive cavern system. I do miss their flavor sometimes but they were very primitive versions of current existing systems.

There's stuff that was removed because of bugs. Fortunately, modding/dfhacking can usually add it back most of the time.

Then there's stuff that was removed for no apparent reason, like giant desert scorpions or demonic fortresses. This is the stuff you are probably looking for, but it's up to you whether they are worth the features that were added in later releases. GDS are trivially modded in, but demonic fortresses have been commented out since .40.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: DerMeister on November 04, 2019, 12:55:08 am
The most feature-rich version is probably the latest one. The artifact release brought the most additions to gameplay for a long while.

Keep in mind Toady removed gameplay mechanics from earlier versions because they were buggy, incomplete and ultimately not that fun. Think of stuff like the economy. The plan was to rework on them later, though of course, later in Toady terms usually means 10 years or so.

There's stuff that was removed because he did rework on it, like the Dungeon Master being replaced by the current intricate animal training system, or cave rivers/tunnels that were replaced with the extensive cavern system. I do miss their flavor sometimes but they were very primitive versions of current existing systems.

There's stuff that was removed because of bugs. Fortunately, modding/dfhacking can usually add it back most of the time.

Then there's stuff that was removed for no apparent reason, like giant desert scorpions or demonic fortresses. This is the stuff you are probably looking for, but it's up to you whether they are worth the features that were added in later releases. GDS are trivially modded in, but demonic fortresses have been commented out since .40.
What about hacking world generator? Demonic fortresses may be sites like current dark fortresses or cities, but generated by old algoritms and have old rooms. Probably, without guardians from old versions.

But in current versions old demon reworked into generated demons, when demon guardians (frog demon, tentacle demon and spirit of fire) reworked into generated angels.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on November 04, 2019, 04:29:09 pm
What about hacking world generator? Demonic fortresses may be sites like current dark fortresses or cities, but generated by old algoritms and have old rooms. Probably, without guardians from old versions.

But in current versions old demon reworked into generated demons, when demon guardians (frog demon, tentacle demon and spirit of fire) reworked into generated angels.
It would be faster and less frustrating to write your own game. You're talking about hacking broken, buggy features from what's essentially a completely different game into current Dwarf Fortress without access to the source code of either and hoping that it Just Works. Near impossible waste of time.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: scourge728 on November 05, 2019, 10:06:54 pm
It would be really cool though
Title: Re: What are all the things that have been removed from DF over the years?
Post by: voliol on November 06, 2019, 04:32:01 pm
Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.

Regarding the removed demons, it should be possible to mod some corresponding creatures into the game, and set their natural habitat to the HFS. It's not a perfect solution, but that way they're at least included somehow.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on November 06, 2019, 04:39:33 pm
Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.
They'll be gone come the map rewrite and mythgen, so not much point in turning them on and going through the pain of figuring out the bugs now.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: PlumpHelmetMan on November 06, 2019, 05:50:48 pm
The demonic takeover of dwarven civs who "dug too deep" in worldgen that the next release will bring us could be seen as a sort of revival of the demon fortress in a somewhat different form. But yeah, highly doubt the original demon forts are ever coming back.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: scourge728 on November 08, 2019, 01:39:36 pm
Can someone turn them back on anyway, just so we know what happens?
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on November 08, 2019, 03:28:43 pm
Commented out code is removed during compilation (when code is turned into an executable program), so noone but Toady actually has access to anything Toady has commented out in the code :)

If I were you I'd fire up an old version of DF (the main page still has a few) and see if you can find one of these forts.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on November 10, 2019, 08:37:39 am
Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.
They'll be gone come the map rewrite and mythgen, so not much point in turning them on and going through the pain of figuring out the bugs now.

Yeah, I've never been that much a fan of the "let's not bother fixing things and just scrap it all since it's all gonna be rewritten in 10 years" mindset, for one.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on November 10, 2019, 06:27:36 pm
Demonic Fortresses is what these underground structures (https://dwarffortresswiki.org/index.php/v0.34:Demonic_fortress), that used to be buried deep underground, are called. Not really sites at all. Toady has commented on them being commented out (in the code), and IIRC last time he did not really remember the reason for doing so. It is possible they are hiding some horrible bug. Either way fixing them is seemingly not a priority.
They'll be gone come the map rewrite and mythgen, so not much point in turning them on and going through the pain of figuring out the bugs now.

Yeah, I've never been that much a fan of the "let's not bother fixing things and just scrap it all since it's all gonna be rewritten in 10 years" mindset, for one.
They aren't in the game. They are broken things that do not exist in the game. Why waste time putting them back into the game and trying to fix everything they break? Makes absolutely no sense at all.

If they were a vital thing missing from the game that made DF what it is (like giant desert scorpions) then sure, put them back in, take the time to fix them rather than waiting until Mythgen. But these are not that. Deamon dwarf fortresses and evil spreading towers are a fine replacement.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on November 10, 2019, 10:28:39 pm
Demonic fortresses worked fine in .34.11 and got removed in .40.01 for no apparent reason, by Toady's own admission. Presumably some site rewrite broke them and he didn't bother fixing it, on account of a future map rewrite that'd occur by 2024 or something. It's not like they were broken before. I mean they were pretty cool and distinct features of the game that added an interesting gameplay element to fortress mode, it's really a shame they don't exist anymore.

Same goes for goblin ambushes by the way. They were such a fundamental part of the game and are now all buggy. Reassuring players that it'll get fixed sometime when we all know the development time scale is not a solution. Not if you want to retain your players in the context of a Steam release, anyway.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on November 11, 2019, 05:28:18 pm
Demonic fortresses worked fine in .34.11 and got removed in .40.01 for no apparent reason, by Toady's own admission. Presumably some site rewrite broke them and he didn't bother fixing it, on account of a future map rewrite that'd occur by 2024 or something. It's not like they were broken before. I mean they were pretty cool and distinct features of the game that added an interesting gameplay element to fortress mode, it's really a shame they don't exist anymore.

Same goes for goblin ambushes by the way. They were such a fundamental part of the game and are now all buggy. Reassuring players that it'll get fixed sometime when we all know the development time scale is not a solution. Not if you want to retain your players in the context of a Steam release, anyway.
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.

Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Atomic Chicken on November 11, 2019, 07:23:37 pm
They aren't in the game. They are broken things that do not exist in the game. Why waste time putting them back into the game and trying to fix everything they break? Makes absolutely no sense at all.

Don't mind me, just dropping by to dump some fresh hazardous wizardry in here:

Code: (create-demonic-fortress.lua) [Select]
-- Create a demonic fortress somewhere within the selected embark location
-- author: Atomic Chicken

function getDeepSurfaceMat()
-- returns the index of an inorganic material with the "DEEP_SURFACE" flag
  local deepSurfaceMaterials = {}
  local inorganics = df.global.world.raws.inorganics
  for i,inorganic in ipairs(inorganics) do
    if inorganic.flags.DEEP_SURFACE then
      table.insert(deepSurfaceMaterials, i)
    end
  end
  return 0, deepSurfaceMaterials[math.random(1, #deepSurfaceMaterials)]
end

function getRandomCavernLayerDepth(pos)
-- returns a random cavern layer depth which is valid at the specified world tile pos
  local layers = {}
  for i,region in ipairs(df.global.world.world_data.underground_regions) do
    if region.type == df.world_underground_region.T_type['Cavern'] then
      for k = 0,#region.region_coords.x-1,1 do
        if region.region_coords.x[k] == pos.x and region.region_coords.y[k] == pos.y then
          table.insert(layers, region.layer_depth)
        end
      end
    end
  end
  if #layers == 0 then
    qerror("No cavern layer is present!")
  else
    return layers[math.random(1, #layers)]
  end
end

function isValidUnitRace(race)
-- returns true if the creature exists and is not vermin
  if race.flags.DOES_NOT_EXIST then
    return false
  end
  local verminFlags = {"VERMIN_EATER","VERMIN_GROUNDER","VERMIN_ROTTER","VERMIN_SOIL","VERMIN_SOIL_COLONY","VERMIN_FISH"}
  for _,v in ipairs(verminFlags) do
    if race.flags[v] then
      return false
    end
  end
  return true
end

function isRestrictedRace(race)
  local restrictedFlags = {"CASTE_DEMON","CASTE_UNIQUE_DEMON","CASTE_TITAN","CASTE_MEGABEAST","CASTE_SEMIMEGABEAST","CASTE_FEATURE_BEAST","CASTE_NOT_LIVING","CASTE_NIGHT_CREATURE_ANY","EQUIPMENT_WAGON"}
  for _,v in ipairs(restrictedFlags) do
    if race.flags[v] then
      return true
    end
  end
  return false
end

function createAnimalPopulation(raceID, count)
  local pop = df.world_population:new()
  pop.type = 0
  pop.race = raceID
  pop.count_min = count
  pop.count_max = count
  return pop
end

function populateWithDemons(feature, count)
  local demonIDs = {}
  for i, race in ipairs(df.global.world.raws.creatures.all) do
    if race.flags.CASTE_DEMON and isValidUnitRace(race) then
      table.insert(demonIDs, i)
    end
  end

  if #demonIDs > 0 then
    for n = 1, count do
      local i = math.random(1,#demonIDs)
      local demonID = demonIDs[i]
      feature.population:insert('#', createAnimalPopulation(demonID,math.random(5,30))) -- pop size range was chosen arbitrarily
      table.remove(demonIDs, i)
      if #demonIDs == 0 then
        break
      end
    end
  end
end

function populateWithRandoms(feature, count)
  local creatureIDs = {}
  for i, race in ipairs(df.global.world.raws.creatures.all) do
    if isValidUnitRace(race) and not isRestrictedRace(race) then
      table.insert(creatureIDs, i)
    end
  end

  if #creatureIDs > 0 then
    for n = 1,count do
      local i = math.random(1,#creatureIDs)
      local creatureID = creatureIDs[i]
      feature.population:insert('#', createAnimalPopulation(creatureID,math.random(5,30))) -- pop size range was also chosen arbitrarily
      table.remove(creatureIDs, i)
      if #creatureIDs == 0 then
        break
      end
    end
  end
end

function createDemonicFortressFeature(pos)
  local fort = df.feature_init_deep_surface_portalst:new()
  fort.start_x = -1
  fort.start_y = -1
  fort.end_x = -1
  fort.end_y = -1
  fort.start_depth = getRandomCavernLayerDepth(pos)
  fort.end_depth = 4 -- always the underworld layer depth, even if cavern layers are missing
  local sladeMatType, sladeMatIndex = getDeepSurfaceMat()
  if sladeMatIndex then
    fort.mat_type = sladeMatType
    fort.mat_index = sladeMatIndex
  end
  fort.feature = {new = true}
  populateWithDemons(fort.feature, 7)
  populateWithRandoms(fort.feature, 5)
  return fort
end

local screen = dfhack.gui.getCurViewscreen()
if screen._type ~= df.viewscreen_choose_start_sitest then
  qerror('This script can only be used in fortress mode when selecting the embark location!')
end
local pos = screen.location.region_pos

local features = df.global.world.world_data.feature_map[math.floor(pos.x/16)]:_displace(math.floor(pos.y/16)).features
local feature_inits = features.feature_init[pos.x%16][pos.y%16]

local feature_init = createDemonicFortressFeature(pos)
feature_inits:insert('#', feature_init)

local feature = df.world_region_feature:new()
feature.feature_idx = #feature_inits-1
feature.layer = -1
feature.region_tile_idx = -1
feature.min_z = -30000
feature.max_z = -30000

local min_map = screen.location.embark_pos_min
local max_map = screen.location.embark_pos_max
local x = math.random(min_map.x, max_map.x) -- choose a random region tile within the embark site selection box
local y = math.random(min_map.y, max_map.y)
local regionFeatures = df.global.world.world_data.region_details[0].features[x][y] -- of the currently selected world tile
regionFeatures:insert('#', feature)

Save as a .lua file in the DFHack\scripts folder, and run after selecting the embark location at the start of fortress mode; the feature will be placed at a random spot within the site selection box (so you may enlarge the latter to full size prior to running the script if you want to introduce an element of uncertainty). This script is experimental; be sure to back up the save first.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on November 12, 2019, 12:26:42 pm
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.

Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).

I'm aware of all these justifications, and I don't really care to be frank. From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). This may work out fine when your intended audience is a dwindling community of unconditional fans, but I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features. They are way less patient than we are, they aren't aware of and don't care about Toady's vision, they just want a game that 1) has few or no gamebreaking bugs, 2) gets regular updates and 3) doesn't lose features as opposed to gaining them upon updating. All of which runs fundamentally contrary to the way the game is being developed right now and this will have to change if the audience is to be expanded beyond the bay12forum regulars.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on November 12, 2019, 04:30:56 pm
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.

Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).

I'm aware of all these justifications, and I don't really care to be frank. From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). This may work out fine when your intended audience is a dwindling community of unconditional fans, but I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features. They are way less patient than we are, they aren't aware of and don't care about Toady's vision, they just want a game that 1) has few or no gamebreaking bugs, 2) gets regular updates and 3) doesn't lose features as opposed to gaining them upon updating. All of which runs fundamentally contrary to the way the game is being developed right now and this will have to change if the audience is to be expanded beyond the bay12forum regulars.
You know the last time features went "missing" was in 2012 right? When the game was rewritten to be more of a living world  simulator. And since then they haven't, right? And, contrary to your rant, features have continuously increased. And since it's actually this simulator that is to be sold on Steam, those poor delicate Steam noobies who bought Dwarf Fortress inexplicably without knowing what it is or reading the description are in fact not going to be experiencing traumatic feature loss. And it's only something people who've been playing for the past decade or so (that dwindling fanbase of old people) care about.

Dwarf Fortress won't ever be "a game" unless Kitfox go out of their way to break it completely and try to make a generic site management sim out of it. It's not that, it's something unique. And if a million noobies don't want that, well great. Who really cares. It's an indie game, not the latest AAA blockbuster. Dumbing down the game, stopping development and abandoning the vision will kill Dwarf Fortress far more quickly than any feature replacement.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: scourge728 on November 12, 2019, 05:38:19 pm
I haven't been playing for a decade, and yet I still find them interesting, I mostly want them modded in as a science experiment though...
Title: Re: What are all the things that have been removed from DF over the years?
Post by: PlumpHelmetMan on November 12, 2019, 05:43:09 pm
I've only been playing for 3 years so I don't really care one way or another (don't think I even found out they were ever a thing in the first place until just a few months ago), though I look forward to seeing what the new demon fortresses in the next release will be like.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Loud Whispers on November 23, 2019, 04:06:47 pm
Besides the things already mentioned (GDS are sorely missed), one of the things I miss the most was a pretty hilarious but game-breaking bug where were-creature syndromes were passed onto their severed limbs, even after reanimation. This caused the severed limbs to reanimate, and upon full moon, become a fully healed corpse. This continued until the were-creature horde had multiplied to take over the world

All in all

10/10 bug
Title: Re: What are all the things that have been removed from DF over the years?
Post by: gchristopher on November 30, 2019, 01:03:05 am
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.
... From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). ....  I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features.
You know the last time features went "missing" was in 2012 right? When the game was rewritten to be more of a living world  simulator. And since then they haven't, right?
The ambush event is a pretty clear feature loss. I think we can all acknowledge the current "living" world frequently doesn't do as good a job of delivering a progression of invaders as the old system, and in DF-development time, 2012 isn't that long ago. :P Every time I pick up the game, I'm reminded of how I see less invader activity than the pre-world-activation version.

But, as you point out, DF is a simulator and gameplay is emergent from that. (With the entire game in all its craziness as the evidence that someday, more cool things will happen.)

Dwarf Fortress won't ever be "a game" unless Kitfox go out of their way to break it completely and try to make a generic site management sim out of it. It's not that, it's something unique. .... Dumbing down the game, stopping development and abandoning the vision will kill Dwarf Fortress ...

I think it can be a good game and not hurt the vision. It won't dumb down the game for Toady to pay some more attention to gameplay for gameplay's sake once or twice a decade.

In a similar vein, DF isn't THAT hard or cerebral a game. Most of the hurdle to new players is the user interface. I don't think it's a reasonable ask right now, but someday it will be worth it to decouple the simulator and the SDL graphics hooks and make a full UI redesign doable. Probably the main reason it hasn't been worth it so far is the stress it would cause Toady to have to work with a team. He's cited the risk of a third-party UI creating a support load as a reason he hasn't done it in the past. It's hard to tell how far the Kitfox partnership will go in that vein, but anything is a start.

Code: (create-demonic-fortress.lua) [Select]
-- Create a demonic fortress somewhere within the selected embark location
-- author: Atomic Chicken
...

I was skimming a bit and after misreading the header comment, started reading fast thinking "It creates an ATOMIC CHICKEN!?! How???"

Then I went back up and realized it doesn't actually add Atomic Chickens to the game.

Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on November 30, 2019, 01:25:39 am
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.
... From an average player's point of view trying to enjoy the game as it currently is: a feature was in the game and worked fine, then it got broken, then it got removed, but don't worry, it'll be reintroduced in a better way two years from now (at least). ....  I have a hard time imagining that a Steam customer being freshly introduced would interpret it as anything other than a net loss in features.
You know the last time features went "missing" was in 2012 right? When the game was rewritten to be more of a living world  simulator. And since then they haven't, right?
The ambush event is a pretty clear feature loss. I think we can all acknowledge the current "living" world frequently doesn't do as good a job of delivering a progression of invaders as the old system, and in DF-development time, 2012 isn't that long ago. :P Every time I pick up the game, I'm reminded of how I see less invader activity than the pre-world-activation version.

But, as you point out, DF is a simulator and gameplay is emergent from that. (With the entire game in all its craziness as the evidence that someday, more cool things will happen.)

Dwarf Fortress won't ever be "a game" unless Kitfox go out of their way to break it completely and try to make a generic site management sim out of it. It's not that, it's something unique. .... Dumbing down the game, stopping development and abandoning the vision will kill Dwarf Fortress ...

I think it can be a good game and not hurt the vision. It won't dumb down the game for Toady to pay some more attention to gameplay for gameplay's sake once or twice a decade.

In a similar vein, DF isn't THAT hard or cerebral a game. Most of the hurdle to new players is the user interface. I don't think it's a reasonable ask right now, but someday it will be worth it to decouple the simulator and the SDL graphics hooks and make a full UI redesign doable. Probably the main reason it hasn't been worth it so far is the stress it would cause Toady to have to work with a team. He's cited the risk of a third-party UI creating a support load as a reason he hasn't done it in the past. It's hard to tell how far the Kitfox partnership will go in that vein, but anything is a start.

Code: (create-demonic-fortress.lua) [Select]
-- Create a demonic fortress somewhere within the selected embark location
-- author: Atomic Chicken
...

I was skimming a bit and after misreading the header comment, started reading fast thinking "It creates an ATOMIC CHICKEN!?! How???"

Then I went back up and realized it doesn't actually add Atomic Chickens to the game.

I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on November 30, 2019, 01:32:56 am
Demonic fortresses worked fine in .34.11 and got removed in .40.01 for no apparent reason, by Toady's own admission. Presumably some site rewrite broke them and he didn't bother fixing it, on account of a future map rewrite that'd occur by 2024 or something. It's not like they were broken before. I mean they were pretty cool and distinct features of the game that added an interesting gameplay element to fortress mode, it's really a shame they don't exist anymore.

Same goes for goblin ambushes by the way. They were such a fundamental part of the game and are now all buggy. Reassuring players that it'll get fixed sometime when we all know the development time scale is not a solution. Not if you want to retain your players in the context of a Steam release, anyway.
Goblin ambushes, yes. Hopefully coming up in Improved Sieges right after Steam. The Ambusher tag ambushes are beautiful when they actually throw up a plausible ambush.

Demonic fortresses are in the next version of the game and don't rely on players discovering them in the inexplicable, "player somehow digs further than any dwarf in the past thousand years" mechanism that most games go for. DF is trying to move away from that and the less it tries to act like a generic site management sim, the better it's chances on Steam (so long as it's less opaque about what it's doing of course).

This approach is why df is superior to rimworld for example. Rimworld is just random df has a simulation that underpins everything and so everything has a reason it happens. I think its so much better.

Also, the new dice roll syndromes and various monsters the demons can make in the upcoming version will be awesome.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: gchristopher on November 30, 2019, 01:23:08 pm
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.
Agreed, there's lots of other improvements, especially bug fixes, but ambushes are missing and sieges aren't as good, which was what this thread was asking. 34.11 had those, and that one aspect of the game is worse at the moment.

"decouple ..." refers to how Toady has described the DF code. Right now the code that does the simulation, physics, pathing, psychology, world events, is mixed up with the code that draws the graphics, in a way that makes the game harder to work on. Someday, he (or a helper) will have to clean that up, so you can improve the graphics with less effort and without breaking other things. One promise of the Kitfox release is that he might get a start on some of that work.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on November 30, 2019, 02:23:17 pm
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.
Agreed, there's lots of other improvements, especially bug fixes, but ambushes are missing and sieges aren't as good, which was what this thread was asking. 34.11 had those, and that one aspect of the game is worse at the moment.

"decouple ..." refers to how Toady has described the DF code. Right now the code that does the simulation, physics, pathing, psychology, world events, is mixed up with the code that draws the graphics, in a way that makes the game harder to work on. Someday, he (or a helper) will have to clean that up, so you can improve the graphics with less effort and without breaking other things. One promise of the Kitfox release is that he might get a start on some of that work.

I know what decouple means. I’m a software engineer. While I don’t doubt he’s made some mess in terms of his UI code I doubt it’s that connected to his simulation code given that mostly happens while the game is paused. He’s not going to multithread it so he can’t do that. What I’m saying is I doubt it’s that heavily connected/intertwined. The tile drawing code though, I’m sure it’s pretty heavily intertwined but it can’t be that much given the new world activities stuff. But that will be the focus of the steam release so I’m sure he will clean it up. When I say UI I mean user interface (eg the screen on the right while in DF mode) not tile graphics drawing that’s sort of it’s own thing and is generally thought of as separate.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on December 01, 2019, 06:12:52 am
Ah, the graphics and gui drawing parts are in a separate thread already, that's something I recall baughn (dude who helped out with graphics for a while, implemented the truetype support) saying this was the case.

It's something that gets lost quite easily as it doesn't fit in the narrative of 'multi-threading will solve all fps-death problems' (which is not true either).
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on December 01, 2019, 11:14:38 am
Ah, the graphics and gui drawing parts are in a separate thread already, that's something I recall baughn (dude who helped out with graphics for a while, implemented the truetype support) saying this was the case.

It's something that gets lost quite easily as it doesn't fit in the narrative of 'multi-threading will solve all fps-death problems' (which is not true either).

Thank you!
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Fleeting Frames on December 01, 2019, 05:45:22 pm
As far as being on a separate thread goes, never seen DF CPU usage go over a single core, despite paused DF using 4 to 40% of a single core, plus there's also surface fps < underground fps. So even if it is on two separate logical threads, it's still limited to single core.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on December 01, 2019, 06:50:14 pm
Quote
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.

By Toady's admission, and also by my own experience of lurking the forums for 10ish years, the forums are pretty slow and are probably the slowest I've ever seen. The wiki is outdated and many aspects of DF2014 like insurrections, agents or reputation are poorly understood. It's not clear what activities happen post-wg and which ones are confined to wg. I mean we're talking about stuff that's been in the game for 5 years and for all the supposed activity on Reddit or donations, no one still clearly knows how any of that works (or if they do, they haven't bothered updating the wiki with the info they have). Contrast with the extremely well documented article on strange moods.

Note that it's perfectly possible for Toady to receive donations while activity slows down. It simply means that although he community supports the game, less and less people are actually playing it. Which has been my impression as of late.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on December 01, 2019, 06:53:58 pm
Quote
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.

By Toady's admission, and also by my own experience of lurking the forums for 10ish years, the forums are pretty slow and are probably the slowest I've ever seen. The wiki is outdated and many aspects of DF2014 like insurrections, agents or reputation are poorly understood. It's not clear what activities happen post-wg and which ones are confined to wg. I mean we're talking about stuff that's been in the game for 5 years and for all the supposed activity on Reddit or donations, no one still clearly knows how any of that works (or if they do, they haven't bothered updating the wiki with the info they have). Contrast with the extremely well documented article on strange moods.

Note that it's perfectly possible for Toady to receive donations while activity slows down. It simply means that although he community supports the game, less and less people are actually playing it. Which has been my impression as of late.
I dont remember toady saying anything about it being slow and any slowness can probably be traced to the fact that reddit exists now. And that is extremely active, and so is the df dicord server and the kitfox discord dwarf fortress section. The reason they decided they wanted to have it published was due to a health scare not due to any percieved weakening of activity and anything more is rumor and speculation.
Ive been around for equally as long,
https://dwarffortresswiki.org/index.php/DF2014:World_activities
I am an active person on the wiki actually.  But yeah i see what you mean by it not being entirely clear. I am actually one of the original editors of that world activities article i believe. I play aton but havent bothered updating becaus eits going to have so much new things when the next version comes along and i don't want to do all the !SCINCE!
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on December 01, 2019, 07:30:25 pm
To be fair, if you compare that page to the mine cart one, which is only two years older, you can kind of see where most DF player's priorities lie, especially the part where every single detail about how minecart speed works is figured out, but there's barely any advice on how to use mine carts for hauling. I have always seen this as a similar issue: most players don't play adventure mode, and invasions are still triggered primarily by population, so what would they care stuff is happening outside of the fort.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: George_Chickens on December 03, 2019, 06:00:39 am
Quote
I much prefer the current world-activated version of dwarf fortress over version 34. Also what do you mean decouple teh simulator, that would be completely pointless he can make a good ui without messing up his simulation lol. Also the community is in no way dwindling. Hes making more money through donations then hes ever made and the reddit/here is actually really active.

By Toady's admission, and also by my own experience of lurking the forums for 10ish years, the forums are pretty slow and are probably the slowest I've ever seen. The wiki is outdated and many aspects of DF2014 like insurrections, agents or reputation are poorly understood. It's not clear what activities happen post-wg and which ones are confined to wg. I mean we're talking about stuff that's been in the game for 5 years and for all the supposed activity on Reddit or donations, no one still clearly knows how any of that works (or if they do, they haven't bothered updating the wiki with the info they have). Contrast with the extremely well documented article on strange moods.

Note that it's perfectly possible for Toady to receive donations while activity slows down. It simply means that although he community supports the game, less and less people are actually playing it. Which has been my impression as of late.
I have noticed the wiki has substantially slowed down, but I think it may partially be because a few of the features are only half implemented. Insurrections never seem to happen in worldgen and the actual mechanics of them in adventure mode are vague, glitchy and sometimes just don't work.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on December 09, 2019, 09:00:51 am
A lot of things are vague, glitchy and don't work in the game.That's part of the game being in alpha state. The only difference is that these days, nobody ever bothers figuring out how said things work, however vague or glitchy.

And this isn't limited to insurrections, take a look at this: https://dwarffortresswiki.org/index.php/DF2014:Combat

Quote
Attack speed has been overhauled for DF2014. Research is impending.

Impending indeed.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: feelotraveller on December 10, 2019, 03:49:58 am
Nopenope, I heard that you've been assigned to it.  ;D

My barbed contribution to what has been removed is: FUN (and FUN! if we want to make the distinction) - although !FUN! still exists.

At least my forts never end in FUN(!) these days...
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Pillbo on December 10, 2019, 07:25:29 pm
A lot of things are vague, glitchy and don't work in the game.That's part of the game being in alpha state. The only difference is that these days, nobody ever bothers figuring out how said things work, however vague or glitchy.

And this isn't limited to insurrections, take a look at this: https://dwarffortresswiki.org/index.php/DF2014:Combat

Quote
Attack speed has been overhauled for DF2014. Research is impending.

Impending indeed.

I'm completely dependent on the wiki, and it is often out of date or lacking fairly basic info.  Maybe it's about time for someone to organize a community Update-The-Wiki project.  What better time then after villains/Steam with a Big Wait looming?
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on December 10, 2019, 10:04:46 pm
I find the wiki kind of intimidating. I see things which are probably out of date and think should be changed but then notice that:

a) Wiki is for Df2014, whatever that means. Do I have to add a note to say when in the last 5 years the update I'm making came to be? Requires research, clicked on cat video, forgot about it.

b) The incorrect info is part of a beautifully constructed lengthy paragraph which goes into exquisite detail about how the author believes the system works (perhaps it once did, who knows). Now I'm hit by a confidence crisis. Is what I believe to be true, really true? Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions? Or do I add a comment to the bottom "please note, none of this is true". Oh indecision. Clicked on cat video, forgot about it.

So, yeah, much as the wiki is a free "anyone can add to it, just go ahead" zone, an official community effort might yield better results than just letting it be.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on December 11, 2019, 10:11:16 am
I find the wiki kind of intimidating. I see things which are probably out of date and think should be changed but then notice that:

a) Wiki is for Df2014, whatever that means. Do I have to add a note to say when in the last 5 years the update I'm making came to be? Requires research, clicked on cat video, forgot about it.

b) The incorrect info is part of a beautifully constructed lengthy paragraph which goes into exquisite detail about how the author believes the system works (perhaps it once did, who knows). Now I'm hit by a confidence crisis. Is what I believe to be true, really true? Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions? Or do I add a comment to the bottom "please note, none of this is true". Oh indecision. Clicked on cat video, forgot about it.

So, yeah, much as the wiki is a free "anyone can add to it, just go ahead" zone, an official community effort might yield better results than just letting it be.

Dont be afraid to delete incorrect stuff, as long as you know its incorrect, ive been doing that often lately.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: PlumpHelmetMan on December 11, 2019, 01:40:53 pm
I've noticed (last time I checked, anyway, which was a few months ago) that the wiki still has almost nothing on worldgen artifacts, prophets or secret identities beyond just acknowledging here and there that they exist, despite the fact that all three have been in the game for just about two years now.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Fleeting Frames on December 11, 2019, 02:13:49 pm
If something is missing, you could add it on your own - as others said, the wiki isn't just very active right now.

@Shonai_Dweller: If you're not sure whether you're correct, test in-game. If you're not sure about versioning, leave a note, i.e. {{version|v0.43.03}} - generally, the main thrust article should be about latest version, though large differences can merit a note such as with creatures and combat wear. You can always post on talk pages and ask other wiki editors such as lethosor (i.e. like I did before merging trees.)

Dont be afraid to delete incorrect stuff, as long as you know its incorrect, ive been doing that often lately.

On that note, I still want an answer here, as I could replicate the bit you deleted with 44.12 in-game testing: https://dwarffortresswiki.org/index.php/DF2014_Talk:Reclaim_fortress_mode
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on December 11, 2019, 02:15:19 pm
Also, I wouldn't confuse the wiki not being up to date with half-implemented details and some information just not being known. Prophets in particular just don't do anything exciting in this version. Secret identities mostly have to do with reputation, but are bugged(still, yes it is reported and confirmed), and... what exactly do you want to know about worldgen artifacts?
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Scruiser on December 11, 2019, 09:34:58 pm
I'm moderately interested in an update-the-wiki effort and very interested in some SCIENCE on the newer world gen features.  Does anyone want to start a new thread?  I just started playing DF again over the past month after a 2 year long break (4 years since a serious fortress as opposed to briefly trying out newer features), so I don't know where to begin in terms of doing some science on World Gen.  I have a general idea of a few wiki topics that could use a bit of polishing:  The Raid Bugs are listed at the bottom of the page as a few bullet points, and so I assumed they were manageable, but on the questions subforum, I was warned they are unavoidable and potentially completely game-corrupting so that I should avoid the raid features entirely if I wanted my fort to last.  This could be further emphasized to warn players against corrupting their save files.  Similarly, the stress page mentions bugginess, but doesn't properly describe how completely game breaking stress is over the long term.  Other topics, like World Activities, need more science done... Perhaps it makes sense to wait on the next big release and then make a collective effort to document things properly with it?

To answer the OP's question I started playing back in 2010 or 2011 (I can't remember exactly and I've changed computers so I can't simply check DF version number), and as I remember it, Elf Diplomats which demand tree cutting limits were completely missing for a long stretch of time (4 years, or 6?).  They are present in the latest version but it looks like their tree cutting limits have not been adjusted to be harder even though multi-tile trees now exist.

I can also recall a stretch of time were wagons didn't exist/spawn properly... one of the .31 versions maybe?

So Toady adds and takes things out as bugs and new features demand.  Overall, I don't think any removed feature is worth going back to an old version of DF for... many of them were bugged, or placeholders for better features.  Even if something was genuinely interesting, other more interesting thing have been added since.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on December 12, 2019, 02:38:31 pm
If something is missing, you could add it on your own - as others said, the wiki isn't just very active right now.

@Shonai_Dweller: If you're not sure whether you're correct, test in-game. If you're not sure about versioning, leave a note, i.e. {{version|v0.43.03}} - generally, the main thrust article should be about latest version, though large differences can merit a note such as with creatures and combat wear. You can always post on talk pages and ask other wiki editors such as lethosor (i.e. like I did before merging trees.)

Dont be afraid to delete incorrect stuff, as long as you know its incorrect, ive been doing that often lately.

On that note, I still want an answer here, as I could replicate the bit you deleted with 44.12 in-game testing: https://dwarffortresswiki.org/index.php/DF2014_Talk:Reclaim_fortress_mode

The barrels not emptying i saw , i retired a fort and visited it in adventure mode, and the barrels all had the wine and such still in them. (I didnt try unretiring it though, that may cause it) , same with food. I dont have a current save, will do tho as this happened a week back (though i probabbly uploaded the save to mantis in the mean time as ive been also finding and reporting bugs).  Was your world created in 44.12? Are you using df hack?

Bins disappearing I have not seen, and quick bit (the barrel dropping liquid thing was repeated in the unretire section twice it should have only been in the list once)


I have not observed a population explosion of animals, and even if i did i would double check the legends xml/legends viewer to see if the population actually changed. (as someone on the adventure mode subforum said: using DFHack's exterminate doesn't correctly kill creatures like you would think,  those ones  respawn upon reloading))
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Fleeting Frames on December 12, 2019, 02:55:47 pm
Ah, well, that clarifies things. Reclaiming a fortress is different from just visiting in adventure mode (there's also the lair command mark map as lair to prevent scattering). E: If you look at barrels right after unretire, it's clear the items are freshly put there, as dwarves would clean them up otherwise, so this only happens on that moment, and no sooner.

The animal pops being restored wouldn't cause a population explosion either, merely the return of genocided animals. (I do have a save with keas wiped out, I suppose....)

Restoring the two.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Untrustedlife on December 12, 2019, 03:00:18 pm
Ah, well, that clarifies things. Reclaiming a fortress is different from just visiting in adventure mode (there's also the lair command mark map as lair to prevent scattering).

The animal pops being restored wouldn't cause a population explosion either, merely the return of genocided animals.

Restoring the two.
*gives thumbs up*
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Pillbo on December 12, 2019, 04:10:57 pm
I find the wiki kind of intimidating. I see things which are probably out of date and think should be changed but then notice that:

a) Wiki is for Df2014, whatever that means. Do I have to add a note to say when in the last 5 years the update I'm making came to be? Requires research, clicked on cat video, forgot about it.

b) The incorrect info is part of a beautifully constructed lengthy paragraph which goes into exquisite detail about how the author believes the system works (perhaps it once did, who knows). Now I'm hit by a confidence crisis. Is what I believe to be true, really true? Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions? Or do I add a comment to the bottom "please note, none of this is true". Oh indecision. Clicked on cat video, forgot about it.

So, yeah, much as the wiki is a free "anyone can add to it, just go ahead" zone, an official community effort might yield better results than just letting it be.

Well it's 3 weeks until 2020, and close to a new major release.  Maybe once Villains it released it's time to archive the DF2014 wiki, like they did with DF2012, and migrate all data to a new DF2020 where everything should be re-evaluated and updated.

I'm sure Zach is plenty busy with DF, but considering he knows more about the game than anyone besides Toady, he seems like a good choice to make efforts to fact-check/correct misinformation/speculation.  It wouldn't be a fun job, but given the amount that players depend on the wiki as a de facto tutorial, it makes sense for there to be a voice of authority at least watching over what other people add to the wiki.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on December 12, 2019, 04:49:49 pm
New wiki namespaces are traditionally only made for when the saves become incompatible. The next version, weirdly enough, will (afaik) still be DF2014 compatible, so proly still keeps the same namespace. Next breakage is likely to be the myth and magic arc.

Quote
Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions?
Mediawiki tracks changes in detail, the work of art will not be lost by your hands, that would require the hands of an admin going into the underbelly of the wiki. This is the main defense against vandalism.

I kinda feel you guys are over engineering editing the wiki. How come? Have you never edited a wiki, are you an inexperienced writer... Do you respect it too much?
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Shonai_Dweller on December 12, 2019, 08:25:47 pm
New wiki namespaces are traditionally only made for when the saves become incompatible. The next version, weirdly enough, will (afaik) still be DF2014 compatible, so proly still keeps the same namespace. Next breakage is likely to be the myth and magic arc.

Quote
Do I delete this flawed work of art possibly the only copy the author has access to and add my own instructions?
Mediawiki tracks changes in detail, the work of art will not be lost by your hands, that would require the hands of an admin going into the underbelly of the wiki. This is the main defense against vandalism.

I kinda feel you guys are over engineering editing the wiki. How come? Have you never edited a wiki, are you an inexperienced writer... Do you respect it too much?
I'm just throwing out my own thought process on what leads me to think the wiki is incorrect to not actually doing anything about it. Might be that I'm not unique. No, have never edited a wiki. One of those life skills that just passed me by, sorry.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Nopenope on December 13, 2019, 08:04:50 am
It's not a life skill, you just click 'edit' and start writing stuff. Also it's not like it has a byzantine bureaucracy with a style guide and specific rules like WP, it's very relaxed and you can write whatver you like however you like as long as it's accurate. Not complicated, really. I don't know why you find that intimidating, you don't need to worry too much.

I also don't think we should wait: some concepts have been lacking for years and the villain update won't change that. On the contrary, we should profit from this lull to do science when there are no fresh bugs.

Also, just for the record so people don't think I'm admonishing them or something: yes, I do edit the wiki regularly (usually anonymously). But I don't play the game as much as I would like due to having a toaster as a computer these days and many advanced features are beyond my grasp. A useful activity is to just go through Toady's or Quietust's posts about the game and copy and paste whatever they say into the relevant articles.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on December 13, 2019, 09:19:28 am
Or you can look at the dfhack structures and see what has already been partially figured out, and then make a thread to see if people know the rest (http://www.bay12forums.com/smf/index.php?topic=175195.0)...

Edit: As for the overengineering, I am not just talking about you, Shonai :) I am also curious in this regard because I see it happening to other wiki and manual projects (one of which I head myself), so I am wondering why people feel so anxious to contribute text, and whether there might be a cultural force like for example the strict standards of wikipedia like nopenope mentioned that really stifles a desire to contribute.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Fleeting Frames on December 13, 2019, 10:32:45 am
Not to scare someone away, but it does have an A to Z style guide/specific rules, as noted in FAQ#Editing policies (https://dwarffortresswiki.org/index.php/DF2014:Frequently_Asked_Questions#Using_DF_Wiki_.28Editing_policies.29).
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Pillbo on December 16, 2019, 06:59:37 pm
I kinda feel you guys are over engineering editing the wiki. How come? Have you never edited a wiki, are you an inexperienced writer... Do you respect it too much?

I'll speak for an unknown amount of newer or less involved players. I'm reluctant to get involved because most fan-operated wiki-type websites are heavily moderated by a core group of know-it-all gatekeepers.  I've personally been insulted and wasted my time trying to add data to other wiki's (at least 5 of various subjects) just to be flat out banned or have my edits rejected because of technicalities like minor violations of the style-guide. I've also had correct edits rejected because the moderators thought they knew what was right when they were flat out wrong.  It feels bad to be told your wrong when you aren't and it's annoying to put time and effort into fixing something when someone else can just say 'no' and make it meaningless.

Hopefully df wiki isn't in that category, but it's easy to imagine it could be. For a lot of people it's not worth the risk of getting into an argument with strangers on the internet just to try to help others.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: therahedwig on December 16, 2019, 07:44:38 pm
As far as I can tell, it isn't. It is more likely people will edit your typos away than to revert your contribution, and I haven't had anything reverted yet, despite tackling several unknown-territory pages in the past week(s?).

But, I do think it is helpful to have coordination threads on the forum, especially as it makes it much easier to verify things.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Pillbo on December 16, 2019, 08:35:13 pm
I'm moderately interested in an update-the-wiki effort and very interested in some SCIENCE on the newer world gen features.  Does anyone want to start a new thread?

I started one (http://www.bay12forums.com/smf/index.php?topic=175214.0) so we can leave this thread in peace.  If people are into it cool, I'll keep it updated.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iä! RIAKTOR! on October 12, 2020, 04:19:35 pm
Anyone remember version with spider antidotes? When you extract venom, you also extract antidote (used only as trade good).
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Asin on October 17, 2020, 07:35:22 pm
Okay, so, I return to my thread and... holy crap, it got way bigger than I thought.

It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.

I kinda restricted it because I was planning a mod that could add back any of those things. A sort of "blending the old things with the new things" in a sense. Like tentacle demons mixed with along with the procedual genned demons.

Also, it appears we may have a thread to update the wiki with. Huzzah! The derailing led to something useful!
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iä! RIAKTOR! on October 18, 2020, 10:54:40 pm
Okay, so, I return to my thread and... holy crap, it got way bigger than I thought.

It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.

I kinda restricted it because I was planning a mod that could add back any of those things. A sort of "blending the old things with the new things" in a sense. Like tentacle demons mixed with along with the procedual genned demons.

Also, it appears we may have a thread to update the wiki with. Huzzah! The derailing led to something useful!
I like your idea! But for add things from old versions, you need to rewrite their raws for new code.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Asin on October 19, 2020, 11:18:44 am
I like your idea! But for add things from old versions, you need to rewrite their raws for new code.

Yes, this is obvious.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iä! RIAKTOR! on October 20, 2020, 02:13:38 am
I like your idea! But for add things from old versions, you need to rewrite their raws for new code.

Yes, this is obvious.
So, GDS currently have adapted raw:
http://dwarffortresswiki.org/index.php/Modification:Giant_desert_scorpion

Other old creatures needs adaptation of raws, most of them - severe adaptation.
Spoiler (click to show/hide)


Also in old versions some sentient creatures had value multipliers. I re-calculated this for my own mod, so I can give you this values.

But I think, you can even add future creatures! http://dwarffortresswiki.org/index.php/DF2014:Night_creature#Planned_night_creatures If you know how make DFhack scripts.

As joke, you can add evil version of elephants (called 'boatmurderers') and/or evil powerful version carps.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iä! RIAKTOR! on November 27, 2020, 06:28:38 pm
I want dfhack mod that back RUIN site type, worshipping of POWER by civ, economy and HFS chambers with depraved engravings.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Putnam on November 28, 2020, 04:28:19 pm
Exploding alcohol

now it just boils away :(

it always just boiled away, i'm reasonably sure
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iä! RIAKTOR! on December 28, 2020, 06:36:08 pm
Some creatures was not removed, but changed. In older versions blizzard men was mortal, like trolls.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: A_Curious_Cat on December 28, 2020, 07:00:58 pm
The very first time I played fortress mode (before I knew the wiki existed, and I didn’t know what I was does), I dug a single-tile-wide staircase staight down from the surface, leaving my dwarves to fend for themselves (in retrospect, it was probably a good embark because I hit bituminous coal almost immediately), and was eventually greeted with a message saying that I had discovered a curious structure.  It had undead in it so I mined a bit to the side and started digging down again.  Soon, I was greeted with another message saying that I should praise the miners, and that I had found raw adamantium.  I proceeded to carve the staircase down through the candy and was soon greeted by a third message.  The demons managed to kill all but one of my dwarves, a child with a serious injury whom the demons ignored.  The demons refused to kill the child or leave, and the kid refused to die.  Eventually the notebook I was running the game on began to shutdown with  a fourth final message saying that the CPU was overheating.  The next day, I partially disassembled the notebook and cleaned the fan and heat sink assembly.  Toady one released a new version less than a week later, which apparently took out the curious structures...
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Iä! RIAKTOR! on January 06, 2021, 11:14:13 pm
Did someone talking about old version with druids who turn trees into treants?

Also, contains current game code of magic items descriptors and depraved engravings?
Title: Re: What are all the things that have been removed from DF over the years?
Post by: FantasticDorf on August 09, 2023, 10:01:20 am
Since 50.04...

- Generic evil biomes where nothing particular other than the weather, plants and some animals were removed, now death biomes are the pre-set 'primordial' biome, limiting access (different to biomes spread from sphere spreading sources). Its a good move for people who like death biomes, which were hard to find without also experiencing necromancers in 47.05 and also the most popular highlight of the steam release, but creates a problem for the evil biome enjoyers, who like their entirely-mortal strangler-apes, ogres and harpies or blendecs.

- Architect job was removed

- Setting rooms from objects as a huge fundamental change to fortress layout and zoning conditions

- (Adventure mode, being re-added soon)
Title: Re: What are all the things that have been removed from DF over the years?
Post by: Urist Mchateselves on August 09, 2023, 07:43:05 pm
You can still settle in non-reanimating evil regions. Not all evil regions have undead.
Title: Re: What are all the things that have been removed from DF over the years?
Post by: FantasticDorf on September 06, 2023, 05:23:51 am
You can still settle in non-reanimating evil regions. Not all evil regions have undead.

I know, its typically 100 one way or 0% the other i've heard it being described, id describe it on 47.05 and prior as more like 90% non animating, to 10%.