[b][color=limegreen]like this?[/color][/b]
Will you eventually add a "create your own dwarf" feature where you create your very own dwarf from his skills all the way to his traits?
when hydras will get fixed so they have the same amount of skulls as they have heads/brains? And that they don't die after just one of those heads/brains are gone, or even get more heads when one gets cut off?
Any plans for subterranean civilizations (dwellers of the world-spanning caves, I mean)
Any plans for subterranean civilizations (dwellers of the world-spanning caves, I mean)
Good news for you. (http://bay12games.com/dwarves/dev_now.html#2009-04-21)
In regards to the squads and their schedules, is this something we will be able to import/export similar to the embark profiles?
Do you plan to someday remove Legends Mode or make it unnecessary by making it possible for the player to discover all he wants about the worldgen history through asking around in Adventure Mode?
...Another thing that's been bothering me is if in some later release we'll get the chance to play as other races. I've read stuff about it here and there and i'm sure i saw it somewhere in the dev list, but i just can't remember. Will we get to build our own human city/goblin tower/Elven settlement/kobold cave? If so, will they be handed differently, with different restrictions/possibilities? Because it'd be really weird to just dig a hole in the ground and live there as a human, instead of working aboveground and building an actual city...As you may or may not know, you can already mod it so that other races are playable. However, they all use the Dwarf Fortress UI, are presently restricted to dwarf-usable weapon types (for instance, you can only have crossbowman, not archers; this will be amended next version), and, at present, above-ground construction is a huge pain. (In my current game as a human town, I find my buildings, thought above-ground, tend to get basements quite quickly...) I do recall it's a very-far-away goal to have humans, elves, and I think goblins and kobolds, playable with special adjustments to their styles of construction and civilizations.
2. Do you intend to add more role-playing elements to the process of creating an adventurer? I'm talking about something like the questions asked in ADOM but I'd love to hear any of the ideas you have and also possibly when you envisage being able to incorporate them (more what order of priority it would have amongst other plans, not an exact time date).
1. Will the speed of creatures be changed to more realistic levels so that for instance a dwarf would never be able to outrun a deer no matter how perfectly agile he is?
2. Will creatures be given separate walk/run speeds that they use at different times and for different reasons?
Also:
Have you ever been far as decided to use even go want to do look more like?
Also:
Have you ever been far as decided to use even go want to do look more like?
Will the various pause events in the game be given a init option?
Sometimes, i just want DF to run in the background for 20 in game years so i don't have to worry about stupid crap popping up, pausing the game, and wasting my time by having to check/unpause constantly.
Do you have any plans for implementing some of the items proposed in Eternal Suggestions? In particular, I'm interested in both improved hauling and septic systems.
This also turned out, as far as the timing of 'when are we going to see this kind of thing', there's the return of the guilds, or I don't remember exactly what it's called, up in the eternal suggestions voting up on the suggestions list and it's doing pretty well. I said I'd take a look at the top ones there for next time - now by next time I mean the next series of releases because I really hope I never have a release this long again, it's going to be over a year - so in the short term we're going to be looking at this stuff, it's not like it's just something I'm talking about; we're going to look at this along with the adventurer's skills stuff and the improved sieges; job priorities; improved hauling; I don't remember if improved farming is up there; increased tile support for graphics ... whatever things were up there that people wanted we're going to be looking at.
Are there any plans to add Naga into DF? As my favorite fantasy race, I'd love it if they were in.
If various civs can have members of other races in them (via slavery, kidnapping, adoption, conquering, subjugation, etc) will a dwarf mode fort ever have the chance to have, say, an adopted human come in with an immigrant wave?appears to be yes: Req469, HUMAN MIGRANT ISSUES, (Future): In the limited test I did of human migrants in a dwarf fortress, there were several issues, including the humans being treated like tame beasts.
1. Will there be drugs, such as Dwarven LSD, Dwarven Cocaine and other drugs? If so will dwarves start having their own black market operations that could be going on under your nose?I see what you did there. Also, hashish and opium and related would be more time-appropriate.
What are your plans for giving a use to extracts and soap?Soap is in next version for sanitation, I keep hearing.
What new spheres do you think you'll add? Could you go into some of what you think sphere-curses would be like?
Rainseeker: [3]Let's talk about spheres for a second. Are the zombies, skeletons, undead and such; are they going to appear only in the undead region sphere now? Or will they come in other areas too.
Toady: It depends on one of those things we were talking about, like do undead have souls, and what is the undead? If it's somebody combing partially back to life then it could be any sphere that's related to death or rebirth even; it's kind of weird to have the sphere of rebirth have undead things but it's possible.
Rainseeker: They're good zombies, maybe.
Toady: Yeah, they're good zombies, with little fairy hats and stuff ... whatever a fairy hat is. But then there's the notion of just animating a corpse, and that's the purview of death or if brooms and stuff are also moving around then it's more of a regular magical thing. But there's also the notion of having some kind of spirits from the underworld populate the body, then that could be any kind of evil.
Ampersand: There's also another concept of it being a disease that is passed between individuals.
Toady: Yeah, there's the viral zombie model ... [and] there's also the radiation zombie model I guess. So the viral thing, I don't know ... are they dead? Or are they ...
Capntastic: Their brain's just messed up by like ...
Toady: Yeah, viruses. I guess what the 28 Days Later model is it's just sort of a viral rage thing, but they aren't actually dead; is that correct? And then they starve to death. So any of those is fair game as they come up. Now, the undead that'll come in at first; I still have evil regions in this release so things will probably be the same as they were before, and then as I move over to sphere-based regions then at first it's going to be just kind of a death thing I guess, and to make them fairly common those will just be common areas. The whole idea of undead in general is going to be generalised to the notion of a curse, and that could just be some random sphere thing: there could just be a bunch of fire dear, and fire elk, and fire chipmunks and the fire man; that's kind of the cheesy thing that you'd expect out of the game after a while. Of course we can get more sophisticated but you don't start there. Then there's these notions of things like infectious diseases and so on, which we were going to do - not as undead or anything - but just the notion of an infectious disease was going to be part of this release with the venoms, but it was one of those things I had to red out on the list, that I couldn't do diseases because I don't have the time. But anything that's red on that list is pretty much fair game on the short term so I'm not sure what's going on after this. But you can start to move to more and more sophisticated disease models - not just models of their spread which aren't ever going to be that sophisticated in Dwarf Fortress - but just their effects, as we get more and more venom effects and so on; that could actually ... like if you had a venom that can alter your behaviour then you can have a disease that can alter your behaviour. We already have berserker dwarves, so it wouldn't be that far of a step to have a venom and then an infectious disease that can make you berserk, and then you've essentially arrived at the 28 Days Later model.
Are there any plans to add Naga into DF? As my favorite fantasy race, I'd love it if they were in.
They sorta already are: Snakemen.
What would happen to the game if you were to, say, die unexpectedly?
Yeah, we've mentioned my untimely demise before, most recently because this town has lots of drunks and meth and some of the stupidest ass people that yell at you from vehicles as you might ever encounter (despite warnings from well-meaning people with misgivings about Texas, nothing ever happened down there, whereas up here in Silverdale I've been yelled at or had crap thrown at me or whatever no fewer than fifteen times while shopping, etc., even though I walked more down there), and the idea was to release everything. I should amend that though -- if there are suspicions of foul play, and the preponderance of the evidence suggests that the death was related to getting the source released, then, well, no source then. Yes, you will be punished for the wrongdoings of others, so pray for my safety! No killing for the source!
I refuse to acknowledge this half-inclusion
^^^ There's a dev item that would probably address some of that, although it's pretty open-ended. A pessimist might even call it deliberately vague:
# Bloat46, PROPER PREGNANCY, (Future): Currently creatures become pregnant from a distance, although it does do a gender check at least.
Coming from a fellow coder, How do you motivate yourself to get to work through the night?
Coming from a fellow coder, How do you motivate yourself to get to work through the night?
Fixed. ;D
That might answer your question too, heh.
Why did you resctict yourself to 16 colors and just the ASCII character set?
Why did you resctict yourself to 16 colors and just the ASCII character set?
Is there a plan to put in the ability to fill areas - like dropping [matter] into a river to dam it or a dock in the ocean?
Rainseeker: I think it that it'd be neat if you allowed us to restore walls - like they're caving in little segments of wall - so that once the siege is gone you could restore your fortress to its former beauty, you know for the people that are annoyed by the digging.
Toady: Yeah, there's revealed tiles ... I think someone suggested being able to unreveal tiles which I've got no problem with because it's not like that's giving you any benefit, it's just an aesthetic thing. As far as rebuilding walls ... it's sort of weird to be able to rebuild something like an ore vein, like put the crystals back or something ...
Capntastic: The dwarves are really good ...
Toady: Yeah, that's the thing ... dwarves are talented. It's something that could be ... It's strange, I'd have to think about how does that work, what are they doing, are they just tying it together with special dwarf beard hair or something like that that makes it work or ...
Rainseeker: They could just be packing [...] the rocks back in, you know the default rocks that are there.
Toady: It's not like it's the end of the world for me if someone has a wall that looks how they want it to look, right? I shouldn't care about that, but there's just this kind of strangeness to being able to create a perfect rock wall, in terms of the fact that people that are attacking you that mine through it would then have as much trouble as if they were mining through a wall unless there's some kind of flag that says 'this is actually just a rebuilt pile of crap' or something, right? It still bears some thinking about but I'm definitely aware of the aesthetic side of things and I think it's important that a game mechanic just doesn't destroy that for people, especially people that care, and if we can preserve sieges at the same time, like full fully functional sieges that can dig through things, even for people that care more about the aesthetics of their fortress, that would be the best way to do it, but at the same time I don't want to add a really weird mechanic that might screw something else up or just screw the overall feel of things, so it bears some thinking about.
I'd like to know exactly how much customization will be offered by the Caste system. Are there any restrictions on things you can change in castes? Can two castes live in different biomes?
QuoteSo, we are just wondering about the possible differences between the castes. Is it possible that a caste has totally different creature tokes than other castes?
Yeah, most of the tokens work that way. A few that interact with populations (like biome tokens and frequency) are still creature tokens.
How do dwarves make beer without water or heat?
Quote from: edurenAre there plans to change booze production to need a water source?
Yeah, I don't remember if this is up on dev or just something that has come up before. It's kind of in the same category of making pets eat again. It needs some peripheral work to make it feasible. In this case, I'm just a little worried most about having more ways to get water, especially on maps where there would be some reasonable ways to get water that you can't exploit (ice/rain/etc.), and booze is currently your only anti-thirst measure, as wrong as that is. Ideally, yeah, you'd want them to use some water.
No, that doesn't answer my question at all. They are talking about rebuilding areas to look like they once were. I'm talking about creating dams and docks in a feasible way. Currently, you have to drain the river, put in the dam, then stop draining it. I want to drop fill into the river till it is blocked. It's a common thing done for years, mostly with garbage.Is there a plan to put in the ability to fill areas - like dropping [matter] into a river to dam it or a dock in the ocean?
This was discussed in some detail in the last interview:Quote from: DF Talk 2 transcriptRainseeker: I think it that it'd be neat if you allowed us to restore walls - like they're caving in little segments of wall - so that once the siege is gone you could restore your fortress to its former beauty, you know for the people that are annoyed by the digging.
Toady: Yeah, there's revealed tiles ... I think someone suggested being able to unreveal tiles which I've got no problem with because it's not like that's giving you any benefit, it's just an aesthetic thing. As far as rebuilding walls ... it's sort of weird to be able to rebuild something like an ore vein, like put the crystals back or something ...
Capntastic: The dwarves are really good ...
Toady: Yeah, that's the thing ... dwarves are talented. It's something that could be ... It's strange, I'd have to think about how does that work, what are they doing, are they just tying it together with special dwarf beard hair or something like that that makes it work or ...
Rainseeker: They could just be packing [...] the rocks back in, you know the default rocks that are there.
Toady: It's not like it's the end of the world for me if someone has a wall that looks how they want it to look, right? I shouldn't care about that, but there's just this kind of strangeness to being able to create a perfect rock wall, in terms of the fact that people that are attacking you that mine through it would then have as much trouble as if they were mining through a wall unless there's some kind of flag that says 'this is actually just a rebuilt pile of crap' or something, right? It still bears some thinking about but I'm definitely aware of the aesthetic side of things and I think it's important that a game mechanic just doesn't destroy that for people, especially people that care, and if we can preserve sieges at the same time, like full fully functional sieges that can dig through things, even for people that care more about the aesthetics of their fortress, that would be the best way to do it, but at the same time I don't want to add a really weird mechanic that might screw something else up or just screw the overall feel of things, so it bears some thinking about.
Why is it Bay 12? What about Bay 13 and Bay 11?
That's been quoted as an 'eventually' thing timed with when the world keeps running in fortress mode. (I.E. the world will continue to run while you're in a fort too.)
Will we be able to "re World Gen" after we made a world, like a Fast Forward function? What about going back in World Gen time, a la time travel, and maybe even affecting the history of the future?[/color]
Will there ever be a definite fix to the catsplosion bug/feature?[/color]
If it wasn't answered already somewhere:
Is it known already what release after upcoming one will be all about?
and if it was, link please? ;)
In any case, the idea for the release *after* this next release is going to be to tackle one of the main army issues (improved sieges or sending out armies) as well as to take honest stabs at the top 10 or so entries from eternal suggestions (farming is currently among them), and there will probably be another item or two from dev_next that isn't from the Army Arc, though what we want to do from among those constantly shifts.
This also turned out, as far as the timing of 'when are we going to see this kind of thing', there's the return of the guilds, or I don't remember exactly what it's called, up in the eternal suggestions voting up on the suggestions list and it's doing pretty well. I said I'd take a look at the top ones there for next time - now by next time I mean the next series of releases because I really hope I never have a release this long again, it's going to be over a year - so in the short term we're going to be looking at this stuff, it's not like it's just something I'm talking about; we're going to look at this along with the adventurer's skills stuff and the improved sieges; job priorities; improved hauling; I don't remember if improved farming is up there; increased tile support for graphics ... whatever things were up there that people wanted we're going to be looking at.
Is there ever going to be anything added(beyond garbage dumps) to help deal with clutter such as clothing and armor left by goblins in traps?
Regarding the "plaster casts" in the dev list:
What sort of plaster will the casts be made out of, exactly? I've read a tiny amount on the subject and the closest thing to Medieval plaster casts I could find were made from stuff like egg and flour, whereas gypsum-style plaster is from the early 19th century or so.
How has the "Dwarfs remain inside" functionality been changed for this next release? What will it look like in the future?
06/17/2009: So somebody asked if it's possible to use civilians for jobs and so on while the alert is on, in the zone to which they've been restricted. I was originally thinking more of shorter alerts where you just wanted to get them away from someplace dangerous while you fought something out. However, while I was working on it, I decided I might as well make it more diverse, so I put in burrows.
The ill-named burrows are larger sections of your fortress where dwarves live and work and to which you can restrict their movements. Dwarves can be assigned to multiple burrows, and you can paint them with your mouse in a few brush sizes or lay them out in multiple rectangles (a burrow need not be a rectangle). Any number of burrows can overlap and you can give them names and an ASCII symbol.
Dwarves will only use workshops, stockpiles, living areas, meeting halls, etc. in the burrows to which they are assigned. I've removed all of the "entrance dance" code so that they can survive the mental trauma of not being in their assigned locations, and they can cross locations that aren't in their burrow, but they'll maintain the restrictions in the general sense described above.
There are many, many ways in which this can be useful for controlling labor (you could even have your experienced miners mine veins of your choosing in this way -- it'd be a slightly clunky workaround, but it works). Just the basic burrow mechanic is powerful enough that it is pretty exploitable, so there will be several ways in which dwarves either move beyond their burrows or are affected adversely by heavy restrictions, but I'll leave those for you to find. These effects should all make sense and not be all that restrictive on play, especially if you are respectful to your critters (for instance, having your soap makers all stand in a 3x3 corner in the main hall until they starve to death shouldn't proceed as planned for very long).
A dwarf not specifically assigned to a burrow can work anywhere, but in the future there might be, say, a restricted burrow setting or something that'll exclude such dwarves. There are also items posted on dev about burrow hauling jobs and burrow production limits and all of whatever -- I haven't done any of that. Things like restricting manager orders to certain burrows etc. would all be great (and faster than doing it via particular workshops in general), but I don't want to get too far afield for this release (since I'm already far afield). In any case, the core work and mechanics are done.
Getting back to the immediate topic, alerts can now just restrict civilians to a set of burrows, with the further restriction that they should get to this set of burrows with priority. If a dwarf then doesn't feel comfortable working there because they were previous assigned to areas outside the alert area, they'll be idle as before, but it's a smaller problem than the one described in the beginning of the first paragraph, and it can be easily corrected if you plan on or are forced to stay in that alert state for a prolonged period. Giving individual dwarves different burrow assignments based on their alert state could be a future possibility (perhaps in conjunction with the work-gang class of ideas), but that's not in the cards for this release.
Thanks, Footkerchief. Any idea if burrows are restricted to the traditional "inside" parameters (under natural ground), or if we can also make them aboveground or outside?
07/16/2009: [...] I got a chance to test alerts and burrows today. I set a couple of 3x3 burrows a good distance (~60 tiles) apart outside and made two alerts, each one restricting civilians to a different burrow. Then I mercilessly shifted the alert state back and forth. They ran between the two rectangles, responding immediately to each change. I didn't see any "entrance dance" style movement, and the fisherdwarf that was out fishing cancelled his job promptly and joined in on the fun. There are probably problems here and there, but it seems to be working fine. Generally, they'll search out meeting halls and other places to hang out in the alert burrows, but if they don't have any of those, they'll just stand anywhere in the burrow. They can work in the alert burrows, but I haven't yet handled merging regular burrow assignments with civilian alert burrow assignments (I'll do that before the release). There's a lot that can be done here, but this initial step will keep civilians safely tucked away while your soldiers deal with an immediate threat.
Will the liason and the king/queen be replaced by a successor in the new version if they die in Fort mode?I think so.
# Handle some other election/succession issues
Will it be possible to mod creatures to attack with several bodyparts at ance? (all the claws or several tentacles at once)
01/16/2009: 837. Added nails (this will be most apparent once I get the raws back in for things like the big cats, as it'll need to get at the claw material to do damage properly), redefined natural attacks to allow multiple parts (mainly for claws and biting) though it's limited in some ways, went back and started in on the necessary updates for wrestling.
It's a simultaneous attack with multiple parts (for things like clawing with all your claws or biting with all your teeth), but its implementation is quite gutter right now. I'm not sure if I'll get a chance to improve it this time around. I was really just going for getting claw/bite attacks to work properly.
A_Big_Bear, this isnt about political discussions.
Questions on Dwarf Fortress.
Only until the economic system gets fixed, then if they can't pay for it, they are left on the field to die.A_Big_Bear, this isnt about political discussions.
Questions on Dwarf Fortress.
I think dwarves need a public option
Will it ever be possible to have the game pause and zoom in on a dwarf when it dies? I'm routinely pestered when Urist strikes microcline, but news of my axedwarf being snuffed is all too easy to miss.
Do you have any intention of making some of the more misc items made in certain craft processes (Such as toy anvils/mini-forges) useful? Including children being able to use theese to gain their respective skills when they grow up (Somthing like a child plays with a toy axe, and grows into a pesant with atleast some skill in axes)Its been mentioned by toady that he does intends of making all or at least most misc items useful at some point (including cups, toys and instruments), though I lack Footkerchief's talent of finding the correct quote.
Hi.
Are Dwarf Fortress and Legend modes ever going to be integrated? For example, right now, if a dragon shows up in DF, I cannot really know much about it unless I visit its legends page after the fortress expires. It would be much cooler if one could get a link to an entity's Legends entry when selecting them, be they civs, megabeasts or really old goblins.
Hi.
Are Dwarf Fortress and Legend modes ever going to be integrated? For example, right now, if a dragon shows up in DF, I cannot really know much about it unless I visit its legends page after the fortress expires. It would be much cooler if one could get a link to an entity's Legends entry when selecting them, be they civs, megabeasts or really old goblins.
If a civ-entity had a cache of information it knows - such as goblins it's interacted with and dragons it's heard about - that information could be made available to the player. That'd be pretty neat.
when you can choose to be an adventurer, start a dwarf/elf/human/super-cool-mod-race settlement, or lead an entire civilization
Do you plan on adding a live calendar that tracks days, months, year that is visible throughout gameplay? Perhaps toggleable?
Is there any fan made mod/program to tell you your dwarves age? Will this be a possible feature in further updates?
08/05/2009: It was Zach's birthday today. In honor of the occasion, it'll now display a dwarf's birthday and his or her age in the description, if the world is old enough for that to make sense. Otherwise it'll just put the effective age. I've also done some more with descriptions in general, though not enough to call it good yet.
Can you milk cows, camels, etc. yet?
I think he's said so again a bit more optimistically (that it was going to be "easy to put in" with creature extract materials defined) but my search-fu is weaker than Footkerchief's.Quote from: Org1: Will milking be updated? To where we can milk cows?1 Nope.
Can you milk cows, camels, etc. yet?I think he's said so again a bit more optimistically (that it was going to be "easy to put in" with creature extract materials defined) but my search-fu is weaker than Footkerchief's.Quote from: Org1: Will milking be updated? To where we can milk cows?1 Nope.
Don't you mean fantasy, Mr_Bucket_Hat? Besides, Rowling sort of had goblins-as-dwarfs- mine carts, love of gold, dour, subterranean...
You've previously stated that all the animalmen have at the very least friendly diplomatic relations with each other, if not actually being the same nation. What is the relation of the underground animalmen to the aboveground animalmen?
How will the underground animalmen relate to the elves?
Do the underground animalmen have the same spirit-worshipping religion as aboveground animalmen?
Quote from: NeonivekToady what are the future plans for the Beastmen in the sense of a social/civilisation structure if I am allowed to ask? Will they be Civilised or as an "Intelligent" creature will they automatically be drawn to form societies?
These change quite a bit. We want the aboveground Animal Peoples more or less aligned with regional spirits and uneasily with elves when they are in contact, but the underground Animal Peoples are more insane and antisocial and also use crude weapons where the aboveground ones might not. Ideally the intelligent creatures will be able to form structures for their societies themselves -- it's a difficult problem though, so we're going to start that experiment with the goblins, who will not have any pre-defined entity positions.
[...]
Entity definitions could always accept more than one creature, but this doesn't mean that the creatures occur within the same instance of that civilization. It distributes them evenly -- there is a new full entity definition for the underground animal peoples, and it has 8 creature entries. This means that for each layer, it'll choose from among the 8 available and create a layer civ, just of that kind. You can change the selection of weapons and everything else in the raws there. Because the civ is "LAYER_LINKED", a shortcut flag until I sort this out, things like trading and so on won't be respected. It's a catch-all flag much like BABY_SNATCHER and NUISANCE used to be, and it'll undergo the same kind of evolution most likely, until things start to make more sense.
will the dwarven civilizations take advantage of the underground spaces? will there ever be things like giant magma conduits or aqueducts that you can request built past your fort?
I got the idea from the name "magma man" thinking that on magma free maps you ask one of the liaisons to get one under construction. It might cost a few million dwarfbucks, ten champions, and a two young maidens, of virtues pure.
so a few years go by, and on a low level the team digs its way under your fort and you get this really neat economic boost. also, the conduits and ducts could become a haven for firemen, imps, kobolds and frogmen.
Will it be possible to strike up relations with the new Beastmen? Treating them as a race like the Goblins or Elves?
If so, will it be confined to worldgen as usual, or will there be a way to stave off their attack non-violently at all?