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Author Topic: Future of the Fortress  (Read 2958229 times)

ror6ax

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Re: Future of the Fortress
« Reply #5895 on: May 20, 2024, 01:42:47 pm »

What's the biggest impediment for enjoyable, fast development of new features (let's say map rewrite), code-wise?

Could you share a bit more about what goes into migrating a piece of old menu to the new system? What are the issues you faced in porting UI in general?

Has Mantis been working as expected? Do you still find it useful to have community submit bugs there?

Any chance for adding sound effect on UI element clicks for additional feedback?

Any plan to make food prices less OP?

What is your favorite steam mod for the game and why?

How has the collaboration with DFhack team been recently? What is the vision for the future now that some things from DFhack like sorting are natively supported? Will you or Putnam be looking into porting more features to the game?
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Proficient at setting myself on fire in Adventure mode.

aSpatula66

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Re: Future of the Fortress
« Reply #5896 on: May 20, 2024, 03:08:38 pm »

Why are migrants restricted to the main species of your civilization?

I recall that this was intentional, mainly because different species can have different clothing sizes and that creates some headaches with the present labor system. This does seem like a question of being able to define and label your fort's relationship with the greater world.
It sounds like an issue with the game not making it clear how to/it being tedious to make clothing for differently sized species then. Although 3 out of 4 main species have dwarf sized clothing so it would only be an issue with humans and animal people.
« Last Edit: May 20, 2024, 08:15:32 pm by aSpatula66 »
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