[color=limegreen]making questions green[/color]
Wow, the catsplosion gains another danger level. Now imagine a fortress full of zombie cats, zombie cat ears and zombie cat tails... Madness :). I guess we will have to design much more "undead vermin cleaning" rooms. And it sounds Fun!Quote from: monk12
Will secrets make an appearance in dwarf mode any time soon?
Lets say that a demon relates a secret to a man in world gen. That man writes it down on his fancy stone tablet. A megabeast then steals that tablet and takes it back to his lair. World gen ends, and the player embarks with their dwarves on that lair. Will the tablet be there for the dwarves to find? When can we expect some kind of meaningful interaction with that kind of world-gen artifact?
Do you foresee secrets playing a role in the formation/abilities/motives of cults in world-gen?
I'm not sure what's going to happen with dwarf mode vs. the world gen artifacts. It seems like they will be available in the same space, which I guess would mean if it's a slab you could unforbid it and place it like a building... but I dunno if your dwarves will suddenly all become immortal and start raising their pets. We'll have to see what happens.
It would be funny to have all these zombie megabeast limbs lingering after a long world gen, cowering in caves and occasionally running out to snatch a cow or something.Would it be possible for these limbs to assemble into single frankenstein/abomination-like creature?
I know this must've been brought up before, and doesn't exactly pertain to the recent additions, but I've never read anything about it from Toady: the game is single core handling. One of the most detailed and intensive games around is handled on ONE core, instead of having HT support. That's like trying to run one of the biggest Hummers on an old Model T engine. Why? And are there plans to provide HT support? It's probably a very laborious thing to do, but it would (wouldn't it?) entail huge gains in performance and the capacity of game content.
You know I don't think we're really on the topic of "Better town maps involving workshops/markets/shops based on world gen economic activities" any more.Well, once we had the cities we needed stuff to fight in the cities, and that means new night creatures to Toady. And new night creatures needed a new curse framework which led to interactions and yeah, it's a bit of a feature creep. I highly doubt that you or anyone else is sincerely complaining though, since it's also awesome.
Oh wow, the opportunities. Tags like water-breathing... wide-area curses... The first thing to do, obviously, is mod the various weather and water spheres to bestow a curse that gives everyone gills.
Can we make subtle region curses? I'd like to see little hamlets full of backwards, mutated townsfolk.
http://www.youtube.com/watch?v=3tTHn2tHhcIOh wow, the opportunities. Tags like water-breathing... wide-area curses... The first thing to do, obviously, is mod the various weather and water spheres to bestow a curse that gives everyone gills.Can we make subtle region curses? I'd like to see little hamlets full of backwards, mutated townsfolk.
Getting a little Innsmouth in here.
My first thought was "Little Brittain".http://www.youtube.com/watch?v=3tTHn2tHhcIOh wow, the opportunities. Tags like water-breathing... wide-area curses... The first thing to do, obviously, is mod the various weather and water spheres to bestow a curse that gives everyone gills.Can we make subtle region curses? I'd like to see little hamlets full of backwards, mutated townsfolk.
Getting a little Innsmouth in here.
So many threads get derailed as soon as someone brings up multithreading.
It is awesome, but I'd still rather we didn't get into long releases, and Toady has that he doesn't want to either. And this release is heading towards being long.You know I don't think we're really on the topic of "Better town maps involving workshops/markets/shops based on world gen economic activities" any more.Well, once we had the cities we needed stuff to fight in the cities, and that means new night creatures to Toady. And new night creatures needed a new curse framework which led to interactions and yeah, it's a bit of a feature creep. I highly doubt that you or anyone else is sincerely complaining though, since it's also awesome.
Anyhow, knowing a Secret could turn having a Curse into a Power.I don't think it's going to have any level dynamic stuff like that in the near future. Maybe when we get to Magic arc.
n.b. Like being infected with undead curse X makes you a mindless zombie on death, however knowing the secret of how to preserve one's soul in a container allows one to preserve the mind. (like Ad&d Ghouls) Collecting knowledge of preserving meat, binding woulds or tachidermy could allow becoming a mummy.
This caused me to laugh until I coughed. Congratulations, good sir.So many threads get derailed as soon as someone brings up multithreading.
When will the forums support multithreading?
Quote from: HephA question on curses: Will curses be able to just alter certain attributes or do they turn anything in the same "nightcreature"? For example could we make a curse that makes the victims skin fall off, turns the the nails/claws and teeth to iron and replaces eyes with fire so that a dog and human both affected by said curse are similiar but still different creatures? Or does the "turning" curse make anything it hits into same beasty, say a 5 meter tall head-crap? Both options would actually be neat.
I haven't gotten to any of the werewolfy/vampirey curses yet, but there's a significant time/delay issue with doing partial body modification, especially ones that add parts, but smaller modifications aren't a problem. A complete guess at this point would be that we'll be doing both, in the sense that a vampire-style curse, in addition to all the non-body stuff, could also increase teeth size for any tooth part it finds, while leaving the "race" the same (with possible choices to do a wolf/bat/cloud transform perhaps), whereas a werewolf-style curse might turn you into a werewolf creature which would have its own definition. That's as likely as anything. Not to imply that randomly generated vampire/werewolf interactions will stick so closely to the generic image. But those two kinds of body modifications are likely to be handled (small modification or total overhaul, with partial overhaul being the hard one likely to be left out this time).
Man, this stuff sounds really cool :P
A question, though;
Have you settled on what these 'secrets' will allow? Would you pretty please be able to post a list (so, immortality, raising and binding undead, rapid healing, etc)?
Cheers oh mighty Toad!
Does a chameleon know the secrets of its color-change and can it teach them to you?
edit: What i want to say is that the immortality of The elves and Goblins is in theyr nature and most wouldnt question it. Sure some may know the secret behind it but for i guess there wouldnt be much importance behind it from the elves or Goblins pov.
The dead arise tonight!
QuoteThe dead arise tonight!
WILL THEY???
Now I'm really hoping that necromancers will eventually be able to raise the dead with dance moves.QuoteThe dead arise tonight!
WILL THEY???Spoiler (click to show/hide)
curse_zombieNow I'm really hoping that necromancers will eventually be able to raise the dead with dance moves.QuoteThe dead arise tonight!
WILL THEY???Spoiler (click to show/hide)
Quote from: NW_KohakuWith night creatures, you mentioned that you might need to do some questing to find a weakness to a night creature. Will it actually be impossible to kill night creatures without exploiting their weaknesses? (As in, is there no way to simply chop them into a fine enough paste faster than they regenerate, or just drag them away from whatever magical power source they have to kill them "the hard way", so that we must rely upon finding a weakness, no matter the difference in strength or skill our characters have with our enemies?)
Likewise, if some sort of religious practice to divine weaknesses or to exorcise undead must happen to kill certain creatures, will we, as players, (at least some point in the future, perhaps having to wait on general magic system) have the ability to become one of those religious figures, capable of divining or performing exorcisms of ghosts or reversals of curses on our own, and can our fortresses train exorcists or the like to combat un-slabbable ghosts? Or do we have no power to fight these things on our own?
It might be impossible to permanently kill a creature without figuring something out. There isn't going to be anything so unstoppable that it ruins your game. My comment about non-100% effectiveness is more in reference to people that died particular deaths, for example. A slab might not be enough to stop a hammered execution victim from coming back for revenge every so often, but I don't have any specifics.
Will we be able to mod secrets to be known/used by appointed noble?
I, for example, would like to make "The Castle" series mod where ruler grants imortality to best-of-best (swordmaster, armorer ..., but also cook, doctor ...).
Sorry, if it is too early to ask such questions but will Legends mode at some point include additional economics information about towns such as main exports and imports or average production of various goods?Considering that that's how the economy will now work, I'll say the question isn't "will it?" but rather "when?" and "will toady remember to do it in this release?"
curse_zombie
[WALKS:MOON]
Now I'm really hoping that necromancers will eventually be able to raise the dead with dance moves.QuoteThe dead arise tonight!
WILL THEY???Spoiler (click to show/hide)
What i fear is butchering in Evil regions. Skeletons coming alive in your refuse pile and paws scrathing the butcher to death. What would be cool would be a undead Skin or Pelt that chokes you to death.Good point, I hadn't considered this.
What i fear is butchering in Evil regions. Skeletons coming alive in your refuse pile and paws scrathing the butcher to death. What would be cool would be a undead Skin or Pelt that chokes you to death.Good point, I hadn't considered this.
If it's not just severed limbs, and each body part has a chance of raising, then this could be a problem when forgotten beasts get butchered. When you have a stack of 80 great scaly lizard bones, I suppose there's a decent chance at least one of them is going to rise from the dead at any given time.
... I wonder if having an evil biome on the map will raise dead anywhere in the fortress if your fortress straddles an evil and a non-evil biome?
Theoretically, if zombies are raised by the power of an evil biome, then taking the corpse out of the evil biome should "kill its power supply". Even if it doesn't kill the zombie outright, taking body parts outside of the biome should stop them from being raised again.
If it's not just severed limbs, and each body part has a chance of raising, then this could be a problem when forgotten beasts get butchered. When you have a stack of 80 great scaly lizard bones, I suppose there's a decent chance at least one of them is going to rise from the dead at any given time.Personally I'd be worried much more about my stockpiles of -bone bolt-s and bone crossbows. Animated crossbow and bolts sounds like lots of Fun.
Sooooo. . . . .The modding possibilities for syndrome based transformations excite me more, but it does sound pretty damn awesome.
Anyone else super excited about zombie sieges in fort mode?
Another road to Fun!
Personally I'd be worried much more about my stockpiles of -bone bolt-s and bone crossbows. Animated crossbow and bolts sounds like lots of Fun.
I usually block all stockpiles and workshops off with doors. So I'd be rather unaffected by a sudden refuse pile undead assault.Undead are building destroyers aren't they?
I am just sad I don't have as many bones from rotting corpses lately.
Right, but I don't see why Toady couldn't add a few bits to track a few extra things here and there.Extra coding time, extra memory consumption. It's up to Toady to judge whether that kind of sadistic phenomenon is worth delaying the release and potentially introducing headache bugs. He's already trying to control how much he's shoving into this release.
All your goblin bone bolts, suddenly rising up in vengeance...
At frst: probably.What i fear is butchering in Evil regions. Skeletons coming alive in your refuse pile and paws scrathing the butcher to death. What would be cool would be a undead Skin or Pelt that chokes you to death.Good point, I hadn't considered this.
If it's not just severed limbs, and each body part has a chance of raising, then this could be a problem when forgotten beasts get butchered. When you have a stack of 80 great scaly lizard bones, I suppose there's a decent chance at least one of them is going to rise from the dead at any given time.
... I wonder if having an evil biome on the map will raise dead anywhere in the fortress if your fortress straddles an evil and a non-evil biome?
Theoretically, if zombies are raised by the power of an evil biome, then taking the corpse out of the evil biome should "kill its power supply". Even if it doesn't kill the zombie outright, taking body parts outside of the biome should stop them from being raised again.
[WALKS:MOON]
and
[WALKS:MC_HAMMER]
(http://www.mrichildrensmusic.com/images/pharaoh_egyptian_dancing_walking_sm_clr.gif)[WALKS:MOON]
and
[WALKS:MC_HAMMER]
And [WALKS:LIKE_AN_EGYPTIAN], though that'll probably have to wait for mummies to be implemented.
It feels like every new version gets darker and darker - call me an elf if you want, but I hope 'light' 'magic' gets some love at some point. Maybe not Rainbow Bright / Carebear levels of love, but maybe random charms for armies combating the evil forces of darkness in good biomes or something...
I wonder how dynamic this system will be.
If the player in adventure mode/armies in the future dwarf mode slaughter a village, will a necromancer be able to harvest their bodies / create an undead city while in-play? or will the necromancer rise be restricted in a short worldgen that happens between one adventure/fortress and the next one?
You know what I am truly excited about? The fact that this release is probably going to be more the rule than the exception. I'm betting that every one of the next few "new content" release cycles is going to have a fun element in it that Toady is going to enjoy coding (and that we're going to enjoy him coding) to help get him through what is obviously a necessary-but-tedious set of releases.
We get crypts, and dungeons, and night creatures in this release. I am eagerly anticipating what we're going to be getting in the next few releases too.
Wow, plopping a fortress down in an evil region is going to be mental.
It feels like every new version gets darker and darker - call me an elf if you want, but I hope 'light' 'magic' gets some love at some point. Maybe not Rainbow Bright / Carebear levels of love, but maybe random charms for armies combating the evil forces of darkness in good biomes or something...
I somewhat agree with you NW_Kohahu. I always liked low fantasy settings more, where magic and supernatural things are present, but vague, elusive and rare.
But then again, as a fantasy world simulator, I hope it will be possible to gen a high fantasy world is that is what you like. Or a more mundane, medieval-esque world.
I do not believe DF has to choose any route that is so confining.
i was about to post what faulty logic did, but i let this page go unrefreshed for too long and was ninjaed more due to my snail-like reflexes than any prowess by the ninja
i am opposed to a "good" and "evil" sphere, i'd rather have "life" and "death" sphere, and would be delighted if some dichotomic deities like the god of life and death(cycle of life?) were possible... also, thinking about undead, why do they always have to be associated with death sphere? i can picture a god of death whose interest would be to keep the dead, well, dead, and having his followers hunt down ghosts and nightcreaturish undead, i picture zombies and animated skeletons more as a kind of soulless construct than proper undead
-Necromancers with sieging undead armies and a complete undead rewrite
-Necromancers with sieging undead armies and a complete undead rewrite
Singing undead, that should be interesting. I wonder if they will include some kind of ghosts among their ranks, that would put an end to the "just raise the drawbridge and we'll be fine" tactic.
i was about to post what faulty logic did, but i let this page go unrefreshed for too long and was ninjaed more due to my snail-like reflexes than any prowess by the ninja
i am opposed to a "good" and "evil" sphere, i'd rather have "life" and "death" sphere, and would be delighted if some dichotomic deities like the god of life and death(cycle of life?) were possible... also, thinking about undead, why do they always have to be associated with death sphere? i can picture a god of death whose interest would be to keep the dead, well, dead, and having his followers hunt down ghosts and nightcreaturish undead, i picture zombies and animated skeletons more as a kind of soulless construct than proper undead
I made a thread a little while ago, based off of a comment Toady made a couple months ago about how spheres work.I for one would be delighted if there were any meta-spheres and some sort of hierarchy. It would be very interesting if gods formed some sort of society, probably hierarchy-based with same-level individuals being either friendly, neutral or opposed to each other.
I also made the case for changing the dualism from "evil" or "death" being the undead sphere to becoming a dualism of "Mortality" versus "Immortality". Hence, undead are part of the immortal (as they are not bound by either life or death) side of the dualism, while the mortal side is more like what we currently have in Savage embarks, where creatures are "super-mortal" by having very quick, violent lives, but very final deaths, and are bound by extremes of natural selection.
This is the thread (http://www.bay12forums.com/smf/index.php?topic=84489.0). It was focused more on trying to find a way to contain all the spheres within a few "umbrella" sphere types, so "Mortality" as an umbrella sphere includes life, death, birth, fertility, disease, youth, hunting, etc. All things related to a sort of feral/natural selection type of thing.
It's also meant to be a thread trying to stimulate further suggestion on what could define creatures (or curses or interactions) from some of the other spheres, like Sound versus Silence as a dualism. As always, I hope that people who are interested in the notions of spheres and magic can help come up with ideas for how spheres can create different environments based upon the magic influence of those spheres.
I for one would be delighted if there were any meta-spheres and some sort of hierarchy. It would be very interesting if gods formed some sort of society, probably hierarchy-based with same-level individuals being either friendly, neutral or opposed to each other.
If in the future gods become real, probably mortal(but hard to kill ofc) beings, having them support each other and change their opinion about you after helping/killing a god or his/her followers would be very Fun thing to do.
I know this is not the suggestions forum, but what about the idea, Toady?
The purpose of the thread is to discuss current developments. Specific bugs should be reported on the bug tracker (http://www.bay12games.com/dwarves/mantisbt/), and specific suggestions belong for the most part in the suggestion forum (http://www.bay12forums.com/smf/index.php?board=5.0). Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.
NW_KohakuIs there even a possibility for High Fantasy to not be a moralistic and simplistic tale with black-and-white morality. It's not weird that its not a particularly appreciated subgenre of fantasy any more. Also, what does a race of evil-doers actually imply?
*snip*
1. What about necromancers will allow them to raise things? Will they make some sort of magic object which simply raises any dead in the area? Will they use some sort of nebulous power thats inherent to them? Will they be somehow able to raise themselves if they die, such as a Lich.We already know all this from the devlog. They discover a secret, either directly from a death god, or indirectly through a slab engraved by a previous necromancer. If lichdom were going on, I imagine he'd have mentioned it.
2.Will the necromancers make only one kind of dead or will there be multiple types with different duties, something like a ant nest. Will there be ghouls which scavenge the dead, living meat wagons to carry them, hulking flesh golems for combat, living pipe organs broadcasting the arrival of undead armies, etc, or just a wave of zombified woodland creatures?There's just the one type, a creature raised. I'd imagine they can be zombies or skeletons depending on how the corpse is. There are certainly none of the silly warcraft-type fleshcrafting stuff you're talking about. I'm rather glad that this is the case actually. Such things make the whole procession rather farcical.
4. Now that we have the general raise dead curse effect, will it be possible that this effect is placed on artifacts or items? Ie, that Shiny blue sword found down in the Curious structures near the bottom of the world might have the unfortunate effect of raising your enemies to try to kill you over and over.From Toady's answers in the last thread:
Eventually, but not yet. I imagine anything that comes of artifacts etc. will use the interaction system.
Also, as an unrelated thing, I really want an option to "Raise former adventurer", like the reclaim fortress option but to bring a dead adventurer back as some sort of wraith. Because everyone knows that, with truly awesome heroes, death only makes them angry.Personally I would rather, if we get such an option, to make violent egress from the underworld. But I'm not sure if this will ever be possible, and it doesn't seem compatible with DF's current idea of what happens when you die. Perhaps when gods get some more love, it'll become clear. It would make sense if gods make new bodies for their followers to wear in the afterlife (as YHWH is said to do in Revelations), and it would then be possible for a suitably awesome adventurer to leave said afterlife somehow. But it shouldn't be easy. You'd have to be massively armipotent and perhaps have some sort of magic as well (secret of rebirth?). Certainly a fun possibility, though not any time in the near future I'm sure.
You know what I am truly excited about? The fact that this release is probably going to be more the rule than the exception. I'm betting that every one of the next few "new content" release cycles is going to have a fun element in it that Toady is going to enjoy coding (and that we're going to enjoy him coding) to help get him through what is obviously a necessary-but-tedious set of releases.Personally, I am in far greater anticipation of the actual caravan arc stuff, and the army arc stuff after it. This fancy undeath is all well and good, but I'd rather get economic and military stuff to play with sooner, and leave magic and slightly more compelling undeath until after the current dev page is taken care of. I do understand that this is the main portion of what Toady does with his time, and he does what he enjoys, and I don't begrudge him that. But I certainly don't want him to take time out for things like this for my sake, and I'd imagine I'm not alone in my preference there.
We get crypts, and dungeons, and night creatures in this release. I am eagerly anticipating what we're going to be getting in the next few releases too.
This isn't the magic arc. This is Toady putting in another placeholder-y feature in to plug the hole of "so what do we do with all these catacombs?"
Well, Reading about raised bodz parts, I have one concern:Now you can experience what the goblins feel like when a dogsplosion-in-a-cage chaffs them while your dwarves kill them off.
Combat clutter. I can easily imagine my dwarven soldiers kept busy by raised severed body parts while "main" force kills them off.
Considering that they do not have technological progress and environment protection agencies, it can only be in three states: Broken, breaking and half-broken.
And as we all know, players usually tend to only lead it to further destruction.
I meant necromancy. I believe it is a considerable threat to the environment.Considering that they do not have technological progress and environment protection agencies, it can only be in three states: Broken, breaking and half-broken.
And as we all know, players usually tend to only lead it to further destruction.
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In getting zombies to appear in the tower, I had to make towns generally respect multiple entity populations (for instance, many different groups of bodies raised from various places), which was something I had to do for this release anyway, so shops will be a little faster once I get back to the market stuff.With this... would it be possible to easily add an init option or worldgen parameter to re-enable dwarves embarking on top of other people's sites? I'm curious whether this would make the game respond 'properly' now if dwarves try to embark on a dark fortress or somesuch, making for something interesting.
Regarding zombies ripping off the dog's head. Did they claw or bite it until it came off, or is there actual dismemberment in wrestling now?
So, since corpses can be raised without their heads, how do you (at least temporarily) kill a zombie/skeleton? Will a complete corpse zombie still die when it loses its head? How bad off does a corpse have to be to be un-raisable? Especially when animated limbs/etc. go in, how do you kill those?Skellys and Zombies have hitpoints, so the head thing never mattered in the first place.
Hehe, now i have a mental image of a player cremating (once controllable fire is in) every corpse in an evil biome and the ashes rising anyways. :o
Necromancers take their dead from tracked entity populations. That means human, and probably also dwarven, elvin, and goblin. Perhaps kobold, I dunno, the boldlings don't get much love from Toady.Regarding zombies ripping off the dog's head. Did they claw or bite it until it came off, or is there actual dismemberment in wrestling now?
This got my attention too. Though Toady didn't said what kind of zombies were attacking the dog. It could be zombie tigers, for example.
They used to, Toady is ow rewriting this, and I'm not sure if they will still do in next release. He could have said something in one of last two posts in previous FoTF threadSo, since corpses can be raised without their heads, how do you (at least temporarily) kill a zombie/skeleton? Will a complete corpse zombie still die when it loses its head? How bad off does a corpse have to be to be un-raisable? Especially when animated limbs/etc. go in, how do you kill those?Skellys and Zombies have hitpoints, so the head thing never mattered in the first place.
Hehe, now i have a mental image of a player cremating (once controllable fire is in) every corpse in an evil biome and the ashes rising anyways. :o
They used to, Toady is ow rewriting this, and I'm not sure if they will still do in next release. He could have said something in one of last two posts in previous FoTF thread
Clearly, we are running low on ways to combat the rising tide of undead.
The situation is dire. Ladies and Gentlemen, Melon-pults placed behind protective Wallnut barriers may be our only remaining solution to the zombie problem:
Well, Reading about raised bodz parts, I have one concern:Now you can experience what the goblins feel like when a dogsplosion-in-a-cage chaffs them while your dwarves kill them off.
Combat clutter. I can easily imagine my dwarven soldiers kept busy by raised severed body parts while "main" force kills them off.
They used to, Toady is ow rewriting this, and I'm not sure if they will still do in next release. He could have said something in one of last two posts in previous FoTF thread
Clearly, we are running low on ways to combat the rising tide of undead.
Right now all you have to do is hit them with a shovel.
Personally, I am in far greater anticipation of the actual caravan arc stuff, and the army arc stuff after it. This fancy undeath is all well and good, but I'd rather get economic and military stuff to play with sooner, and leave magic and slightly more compelling undeath until after the current dev page is taken care of. I do understand that this is the main portion of what Toady does with his time, and he does what he enjoys, and I don't begrudge him that. But I certainly don't want him to take time out for things like this for my sake, and I'd imagine I'm not alone in my preference there.Couldn't agree more. Night creatures, secrets and so on are fun, and even Fun, but personally I'd like to get past-worldgen world advancement, with economy and at least basic military first. Static worlds are boring, and introducing enemies alone will not fix it.
I'll be honest, Dwarf mode now bores me. Adventure mode got interesting lately (and by lately, I mean ever since night creatures showed up in the first place), and it's all that keeps me interested in DF these days. So I'm ecstatic that there are more of them. I do look forwards to more to do besides kill though... being able to be a merchant lord will be fun. Trading games can be great.I agree on all accounts.
1. What about necromancers will allow them to raise things? Will they make some sort of magic object which simply raises any dead in the area? Will they use some sort of nebulous power thats inherent to them? Will they be somehow able to raise themselves if they die, such as a Lich.We already know all this from the devlog. They discover a secret, either directly from a death god, or indirectly through a slab engraved by a previous necromancer. If lichdom were going on, I imagine he'd have mentioned it.
Clearly, we are running low on ways to combat the rising tide of undead.
Right now all you have to do is hit them with a shovel.
Quote from: ThreetoeRight now all you have to do is hit them with a shovel.
But... but... there are no shovels in the game! *panics*
They know the secret, and then they can raise the dead. There's no intermediate step. Maybe there will be in the future, but if Toady had added items that could raise the dead he would have said so.1. What about necromancers will allow them to raise things? Will they make some sort of magic object which simply raises any dead in the area? Will they use some sort of nebulous power thats inherent to them? Will they be somehow able to raise themselves if they die, such as a Lich.We already know all this from the devlog. They discover a secret, either directly from a death god, or indirectly through a slab engraved by a previous necromancer. If lichdom were going on, I imagine he'd have mentioned it.
Yes, we know the "secret" thing, but what will this secret involve? Will it allow them to create something to raise the dead with or will they just kind of do it. Will that vary?
Will brewing continue to make liquid out of nowhere?I believe it's intended to require water at some point. Unless I'm mistaken, a lot of additional complication in the requirements for making things is intended after hauling rewrites.
This one just puzzles me at the moment.
I'm just excited because it sounds like the night creature tangent is completeIt's almost certainly not. Toady has said that he wanted to do mummy-like undead after the necromancers, and were-beasts and vampires and phantoms have all been mentioned as likely inclusions, but he made absolutely no mention that he has done any work on them yet. Especially were-beasts certainly are more challenging than "boring loose ends that have piled up". More likely ThreeToe refers to small stuff that needs to be updated or things that need to be fixed, or maybe some raw tag extensions that aren't important enough to mention yet. I'd say we might be on night creatures for two, maybe just one, weeks still.
Personally, I am in far greater anticipation of the actual caravan arc stuff, and the army arc stuff after it. This fancy undeath is all well and good, but I'd rather get economic and military stuff to play with sooner, and leave magic and slightly more compelling undeath until after the current dev page is taken care of. I do understand that this is the main portion of what Toady does with his time, and he does what he enjoys, and I don't begrudge him that. But I certainly don't want him to take time out for things like this for my sake, and I'd imagine I'm not alone in my preference there.Couldn't agree more. Night creatures, secrets and so on are fun, and even Fun, but personally I'd like to get past-worldgen world advancement, with economy and at least basic military first. Static worlds are boring, and introducing enemies alone will not fix it.
Will we see non-human towns (such as mountain homes, goblin forts, and elf forest retreats) return sometime during the nine releases?Toady has stated before that we shouldn't expect non-human settlements until the army arc comes around.
as for the good/evil-life/death thing, i could totally see a life priest raising the dead-seeing it as a form of continuing life-though not dominating it unless the life priest IS evil, or from a slavery-loving nation.
Keep in mind the separation of soul and body in DF, and the possibilities of raising them separately or together, and the implications thereof.as for the good/evil-life/death thing, i could totally see a life priest raising the dead-seeing it as a form of continuing life-though not dominating it unless the life priest IS evil, or from a slavery-loving nation.
I really can't...
Death is a part of the cycle of Life, no matter how you break it down. Whether you see life as represented by nature (death is natural), or a "good god" with a "heaven" afterlife (you're stealing paradise from the goodly dead by bringing them back), or just the Ouroborus and its symbolic cycle of life and death, life means having to die and be replaced by other living things.
Besides, what's the point in having an "opposite of undead" that involves basically doing the same thing as raising the undead, but making them "look prettier" when you do it? That takes away the whole point of someone being tempted into raising zombies while looking for eternal life in the first place.
If something is going to be "opposite" of, "I want to live forever, even if it means being a zombie to do it," then it should be, "I am fine with dying one day, as that is my place in life."
Obviously, you don't agree.He's not the only one. I think if we did a poll for this, many more would disagree than agree.
Imagine a priest can make the dead come back for a little time with their full mind so they can explain the circumstances of their death or say goodbye to their families....A big Maybe. But only in the form of a non-corporeal ghost that would naturally dissipate after those goodbyes are said and done. Even then, technically, that would be considered a form of necromancy or death magic. (Read the Wikipedia entry on necromancy (http://en.wikipedia.org/wiki/Necromancy) for clarification on the term.)
...and its corpse now tries to kill every living thing.Are you being serious? ??? A life priest raising the dead, knowing full well that it would go on a rampage and start killing everything in sight? That only makes sense if the life priest went completely insane.
Well, in Christian lore, Jesus was divine, and he raised the dead. And as for the fantasty tradition aspect, it's a matter of taste, but I always enjoy seeing those things subverted. Randomly generated content is great for that, since it has no expectations except the ones coded in. Also, bear in mind that it's an interaction. That's only a curse if it does curse-like things.Obviously, you don't agree.He's not the only one. I think if we did a poll for this, many more would disagree than agree.
It seems obvious that there's something not quite right about having a life priest - someone who worships and respects the natural life cycle - to use a curse or abuse the secrets of life and undeath - to trample on said cycle of life and death. Besides, there is a long-standing tradition in fantasy genres - almost without exception - that necromancy and life magic are complete opposites.
Quote from: ThreetoeRight now all you have to do is hit them with a shovel.
But... but... there are no shovels in the game! *panics*
Isn't it obvious? Threetoe has betrayed his brother and has started playing Minecraft.
Well, in Christian lore, Jesus was divine, and he raised the dead. And as for the fantasty tradition aspect, it's a matter of taste, but I always enjoy seeing those things subverted. Randomly generated content is great for that, since it has no expectations except the ones coded in. Also, bear in mind that it's an interaction. That's only a curse if it does curse-like things.
This is becoming somewhat more specific than the intended scope of my example. Perhaps it would be more to the point for me to say that human induced resurrection is not inherently evil in all popular worldviews.Well, in Christian lore, Jesus was divine, and he raised the dead. And as for the fantasty tradition aspect, it's a matter of taste, but I always enjoy seeing those things subverted. Randomly generated content is great for that, since it has no expectations except the ones coded in. Also, bear in mind that it's an interaction. That's only a curse if it does curse-like things.
Oh boy, an argument on religious interpretations of the Bible, how Fun! What could possibly go wrong?
Anyway, Jesus the mortal died there, but part of the whole Christian model of life and death revolves around the notion that a portion of the soul is immortal. This immortal portion of the person is supposed to go to Heaven for eternal life if they are deemed worthy, or be destroyed in the Lake of Fire after torment in Hell if not.
Hence, like I said in my previous post, a Christian priest would still be violating the order of life and death if they were raising the dead - because the good dead should have the right to enjoy the paradise they have earned, and the damned should not be kept from the punishment they have earned. It's part of Christianity to believe that the dead belong in one of those two places, and you are going against one of the fundamental principles of Christianity, that worldly matters are not as important as those which enrich your spirit or prepare you for Heaven, if you are raising the dead willy-nilly.
Jesus the divine, the other portion of Jesus, was immortal, and simply came back to life, but ascended into Heaven afterwards, where dead people are supposed to go, at that.
"God's in his heaven, all's right with the world."
Well, in Christian lore, Jesus was divine, and he raised the dead. And as for the fantasty tradition aspect, it's a matter of taste, but I always enjoy seeing those things subverted. Randomly generated content is great for that, since it has no expectations except the ones coded in. Also, bear in mind that it's an interaction. That's only a curse if it does curse-like things.
Oh boy, an argument on religious interpretations of the Bible, how Fun! What could possibly go wrong?
Anyway, Jesus the mortal died there, but part of the whole Christian model of life and death revolves around the notion that a portion of the soul is immortal. This immortal portion of the person is supposed to go to Heaven for eternal life if they are deemed worthy, or be destroyed in the Lake of Fire after torment in Hell if not.
Hence, like I said in my previous post, a Christian priest would still be violating the order of life and death if they were raising the dead - because the good dead should have the right to enjoy the paradise they have earned, and the damned should not be kept from the punishment they have earned. It's part of Christianity to believe that the dead belong in one of those two places, and you are going against one of the fundamental principles of Christianity, that worldly matters are not as important as those which enrich your spirit or prepare you for Heaven, if you are raising the dead willy-nilly.
Jesus the divine, the other portion of Jesus, was immortal, and simply came back to life, but ascended into Heaven afterwards, where dead people are supposed to go, at that.
"God's in his heaven, all's right with the world."
>MFW people start arguing over various interpretations of religions doctrines on a game that aims to randomly generate 90% of its content.
Consider this is DF, consider ethics may eventualy be randomly generated. In this spectrum, any interpretation is valid. Some religions might view raising the dead as a holy act, while others may despise it.
If you're going to start an argument over christian lore, you're doing it to disagree with someone, not to contribute with the thread.
[RELIGION:PANTHEON]
[RELIGION_SPHERE:FORTRESSES]
[RELIGION_SPHERE:JEWELS]
[RELIGION_SPHERE:METALS]
[RELIGION_SPHERE:MINERALS]
[RELIGION_SPHERE:MOUNTAINS]
[RELIGION_SPHERE:WEALTH]
That said, having life and death play a much bigger role in the motives and doings of people in DF is naturally going to raise some bigger questions those people are themselves asking- is there an afterlife? Is there a god that cares one way or another? If the god(s) do care, what do we have to do to get to the afterlife with the best parties?This is a line of speculation I find particularly enjoyable. I believe Toady's canonical response is "all of that's cool, and would ideally be random and optional via worldgen settings."
That said, having life and death play a much bigger role in the motives and doings of people in DF is naturally going to raise some bigger questions those people are themselves asking- is there an afterlife? Is there a god that cares one way or another? If the god(s) do care, what do we have to do to get to the afterlife with the best parties?This is a line of speculation I find particularly enjoyable. I believe Toady's canonical response is "all of that's cool, and would ideally be random and optional via worldgen settings."
This is becoming somewhat more specific than the intended scope of my example. Perhaps it would be more to the point for me to say that human induced resurrection is not inherently evil in all popular worldviews.
Interpretation brah. We don't know anything about toady's definitions on what sphere does what yet, we just know some goddess of death gave one of her worshippers the power to raise the dead.
Its all a matter of interpretation. Just because some death deity gave someone the power to raise the dead, it doesnt mean it might be exclusive to the death sphere. There's nothing stopping a god of life from showing its divity and power over life by raising the dead, or a god of death from despising life so much as to destroy all life he can, including unlife.
We just don't know enough on the matter to go around flailing our arms and taking certain interpretations of the devlog as truth set in stone.
Also, this:That said, having life and death play a much bigger role in the motives and doings of people in DF is naturally going to raise some bigger questions those people are themselves asking- is there an afterlife? Is there a god that cares one way or another? If the god(s) do care, what do we have to do to get to the afterlife with the best parties?This is a line of speculation I find particularly enjoyable. I believe Toady's canonical response is "all of that's cool, and would ideally be random and optional via worldgen settings."
This is becoming somewhat more specific than the intended scope of my example. Perhaps it would be more to the point for me to say that human induced resurrection is not inherently evil in all popular worldviews.
I was refuting the specific example you listed, however.
I am also not making an association between "raising death" and "evil" (technically, Toady's the one doing that, though...) or with "life" and "good".
What I am saying, however, is that something that is supposed to be a diametric opposite of the "raising the dead" sphere should not be raising the dead, too.
If the defining characteristic of two "opposites" are the same, then they aren't opposites at all, are they?
This is becoming somewhat more specific than the intended scope of my example. Perhaps it would be more to the point for me to say that human induced resurrection is not inherently evil in all popular worldviews.
I was refuting the specific example you listed, however.
I am also not making an association between "raising death" and "evil" (technically, Toady's the one doing that, though...) or with "life" and "good".
What I am saying, however, is that something that is supposed to be a diametric opposite of the "raising the dead" sphere should not be raising the dead, too.
If the defining characteristic of two "opposites" are the same, then they aren't opposites at all, are they?
Good points. Still, someone with power over death would quite reasonably have the ability to delay or undo it. Someone with power over life would reasonably be able to extend or restore it. There is a necessary element of overlap and confusion in any interpretation that tries to divide these two things.
To ramble on a bit about the undead we have in the unreleased version, which are not necessarily indicative of future varieties, we can confirm that they do not have souls; the only connection they have to the people who once inhabited their bodies is in the mind of the bereaved. As such, I don't think this can be meaningfully called resurrection. More of an "animate dead bodies" spell, not too different from the ability to animate plants or stone. In that way it's firmly death based. That said, Sweatsucker did engrave her slab with the "secrets of life and death", so it seems Toady may be overlapping them a bit. New-agey and ancient chinesey yin and yang business being as it is, I've no real problem with that.
Perhaps the life secret (a life secret, no one said there could only be one per sphere) could be vanilla immortality and resurrecting the dead, restoring the body and soul, while the death one could be vampiric immortality, requiring stealing souls or bathing in blood, and can't restore the soul.
Or maybe we could just use the game's simple and powerful moddability to make the game we want to play, instead of arguing over easily changeable mechanics.
-1 and 1 are numbers therefore their defining characteristic is the same. However, they are are opposites. Sometimes opposites aren't as different as people like to think. Opposites need some kind of common ground to be considered opposites. Left and Right are horizontal directions. Hot and Cold are temperatures.
Let's say, I want a god of Life and Death. In some cultures, Death and Life are treated as separate existences: a world of the living and the world of the dead. In others, Life and Death are simply part of one another. So shouldn't there be a possibility for a single god with the abilities of both Life and Death Spheres.
While, I think you are correct that a priest of the Life sphere might not want to disrupt the cycle of Life. What if the cycle of Life is already upset for some reason?
Wouldn't a god of Life attempt to fix the balance somehow, even if it required raising a hero that falls to unnatural causes? This doesn't necessarily mean raise them in an undead form, however. More like raise them or restore them before they are embraced by the sphere of Death. Granted, the god of Life in this case might try to have the hero born or select a champion from the living and give them a secret. There are many roads.
If the system is run by a god of both Life and Death spheres... well, stuff like Lazarus and Jesus will happen.
If this is something moddable (a big "if")
The general idea is that by learning certain secrets, a historical figure in world gen gains various traits -- in the example it is immortality and the ability to animate the dead (via a syndrome which negates aging and imparts the ability to perform an "interaction"). The secrets are at first imparted by gods or demons or megabeasts with the proper sphere alignment
...
The vanilla secrets will all be generated during world gen, but I'm also including some examples for people to look at for raw editing.
-1 and 1 are numbers therefore their defining characteristic is the same. However, they are are opposites. Sometimes opposites aren't as different as people like to think. Opposites need some kind of common ground to be considered opposites. Left and Right are horizontal directions. Hot and Cold are temperatures.
No, -1 and 1 are positive and negative. They are opposite in that respect. Opposites have to be opposite somehow or they aren't opposite.
If we have both "Life" spheres and "Death" spheres do the same thing, then nothing is opposite at all.
Let's say, I want a god of Life and Death. In some cultures, Death and Life are treated as separate existences: a world of the living and the world of the dead. In others, Life and Death are simply part of one another. So shouldn't there be a possibility for a single god with the abilities of both Life and Death Spheres.
While, I think you are correct that a priest of the Life sphere might not want to disrupt the cycle of Life. What if the cycle of Life is already upset for some reason?
Wouldn't a god of Life attempt to fix the balance somehow, even if it required raising a hero that falls to unnatural causes? This doesn't necessarily mean raise them in an undead form, however. More like raise them or restore them before they are embraced by the sphere of Death. Granted, the god of Life in this case might try to have the hero born or select a champion from the living and give them a secret. There are many roads.
If the system is run by a god of both Life and Death spheres... well, stuff like Lazarus and Jesus will happen.
This is, again, confusing the ability to mod the game with something like "different interpretations".
If Toady encodes "Death" to mean "raising the dead", then that's what it means, period.
If this is something moddable (a big "if"), and you mod the game so that "Life" means zombies, and "Death" means happy bunnies or something, then that's what it means in your particular modded game, period. But even then, it's what you have defined, it's still not vanilla, and it's still not interpretable in different ways, it's defined.
That's what code does: it defines things, because computers don't deal in "interpretations", they deal in concrete, measurable values.
If the system is run by a god of both Life and Death spheres... well, stuff like Lazarus and Jesus will happen.
And lets not restrict ourselves to life and death here! One of my favorite deities I found in fortress mode was a skeletal god of death, war, and marriage- what does that imply about the way marriage is treated in that world? For that matter, the way war and death are viewed?
Will we be able to find and use slabs that contain knowledge of secrets? So my adventurer could find the "slab of death" and then go run off to build a tower and raise an undead army to conquer the region?
Hey guys, guess what I just noticed.
There is no life sphere. At all.
Regarding zombies ripping off the dog's head. Did they claw or bite it until it came off, or is there actual dismemberment in wrestling now?
I'll be honest, Dwarf mode now bores me. Adventure mode got interesting lately (and by lately, I mean ever since night creatures showed up in the first place), and it's all that keeps me interested in DF these days. So I'm ecstatic that there are more of them. I do look forwards to more to do besides kill though... being able to be a merchant lord will be fun. Trading games can be great.
Fortress Mode has its enjoyable aspects but the interface ruins it for me. I'd love to see all the cool new features, but playing that mode gives me more stress than enjoyment. And I think it's dragging down development overall since it fits so badly into the world generation model (time dilation, site autonomy, etc).
If you want to govern a mountainhome - become a respected dwarf, take people with you and embark.
Want legends mode? Go to a library and open an interface for browsing everything.
Want to be adventurer again? Retire from your position as for overseer and wander the world.
Regarding zombies ripping off the dog's head. Did they claw or bite it until it came off, or is there actual dismemberment in wrestling now?
There's dismemberment in wrestling already, but it generally only works for adventurers that are very strong and/or aim for small body parts like fingers and teeth.I'll be honest, Dwarf mode now bores me. Adventure mode got interesting lately (and by lately, I mean ever since night creatures showed up in the first place), and it's all that keeps me interested in DF these days. So I'm ecstatic that there are more of them. I do look forwards to more to do besides kill though... being able to be a merchant lord will be fun. Trading games can be great.
Fortress Mode has its enjoyable aspects but the interface ruins it for me. I'd love to see all the cool new features, but playing that mode gives me more stress than enjoyment. And I think it's dragging down development overall since it fits so badly into the world generation model (time dilation, site autonomy, etc).
No, I meant that while you would still be a single dwarf, but you would not control him directly, and instead be presented with Dwarf Mode-style interface.
-bugfix rant-
Yeah, but why not enable adventurer to become such "spirit of the fortress" ?No, I meant that while you would still be a single dwarf, but you would not control him directly, and instead be presented with Dwarf Mode-style interface.The plan is to keep adventure mode and dwarf mode separate- dwarf mode is more of a "spirit of the fortress" type deal, while the management aspect of adventure mode will be more a "King Conan the Barbarian" thing, where the whole thing is much more personal.
Adventure mode forts will be controlled by direct orders only. I don't know where Toady said that but someone here probably knows.Yeah, but why not enable adventurer to become such "spirit of the fortress" ?No, I meant that while you would still be a single dwarf, but you would not control him directly, and instead be presented with Dwarf Mode-style interface.The plan is to keep adventure mode and dwarf mode separate- dwarf mode is more of a "spirit of the fortress" type deal, while the management aspect of adventure mode will be more a "King Conan the Barbarian" thing, where the whole thing is much more personal.
If you want to govern a mountainhome - become a respected dwarf, take people with you and embark.
Want legends mode? Go to a library and open an interface for browsing everything.
Want to be adventurer again? Retire from your position as for overseer and wander the world.
But then there's no way to enjoy Fortress Mode as it exists today, as no matter what, your perspective is that of an individual dwarf. Playing a mayor or captain of the guard isn't quite the same as playing a fortress.
Just to wrap up, Toady is already devoting significant time to bugfixing- after this release he'll be spending time addressing new bugs introduced by it, and then he'll spend time on the bugs from former versions. I myself love this model, since it keeps me excited about new features while also periodically fixing old issues.
One thing I could see is allowing you to retire a hero who has risen to control some social group, then start a new game, Dwarf Mode-style, where you play as that group.Yeah, but why not enable adventurer to become such "spirit of the fortress" ?Adventure mode forts will be controlled by direct orders only. I don't know where Toady said that but someone here probably knows.
When you could get a fortress like thing in adventure mode everything you want to be done should be directly told to either the ones who will do the work, or to someone lower in the hierarchy.
it's harder to enjoy new features when some of the main draws of 0.31 in general (like the new body/combat/butchering systems) still need work and have problems both relatively small and relatively fundamental
G-Flex clearly knows that. He knows Toady spent over a month fixing a hundred issues with the game. 31.25 is probably the most stable and bug-free DF version ever. It has issues? It clearly does. And Toady knows it.
However, what G-Flex clearly doesn't understand, is that as Toady stated many times he must have fun with his project. This is what moves the project forward - our donated money only speeds the process, by giving Toady the means to work only on DF. And like you said, bug-fixing is not fun. It is necessary, and Toady continues to fix bugs.
DF isn't a standard software project. It is not funded by a company. It is not written by a team. It has its very specific needs to be succesful - and these needs are still fulfilled after almost five years of public release.
it's harder to enjoy new features when some of the main draws of 0.31 in general (like the new body/combat/butchering systems) still need work and have problems both relatively small and relatively fundamental
What's an example of a relatively fundamental problem with bodies (materials?), combat, or butchering? I know combat had some serious issues initially, but I thought those had been pretty well solved at this point.
I think it's undeniable that the military screens are difficult to use in the sense that it's just a really flexible and complex system, so there's a steep learning curve to mastering it all.
Except building DF is a job, no matter how you cut it.
He makes his living making this game.
When there are serious flaws with this game, even if they aren't fun to fix, they stand in the way of his business model generating the money he needs to make a living without actually going out and getting another job. If that means that Toady sometimes has to do things he doesn't like at his job in between doing things he really does like at his job, then so be it.
That doesn't make Toady the slave of the donators, but it does mean that he has more responsibility to actually make a playable game than you seem to be realizing.
To be successful means that the game needs to be playable all the way through development, so that donations throughout the development process can keep coming in. The more that players are put off by obtuse interfaces or serious bugs, the less players DF will have, and the smaller its donation base will become.
people don't like the interface because:
A)thay dont read the wiki
B)thay try and uses it when under attack or in a rush.
C)get stuck over scheduling, burrows, alerts or Barracks you can get armed troops to kill stuff with out them.
take you time to read the wiki,and tinker with stuff.
but for the love of amok read this (http://df.magmawiki.com/index.php/DF2010:Attack)
I've never really understood why people don't like the interface. I like it.Yeah, I'm in the same boat. It's mostly very efficient.
People shouldn't have to read a wiki to understand a interface.This is a subjective opinion. I personally disagree, as I feel it is not possible for huge in-depth experience to be conveyed easily without some outside explanation. Generic shooter no. 34372 shouldn't need a wiki to learn, because the only button that matters is the trigger. As games get deeper than that, they by necessity become more complex. In the old days, games often shipped with manuals as long as novels. In the modern era we have wikis. For games that are complicated, it is possible to do without these resources, but you will be confused and have to pick things up as you go along, and doing so will mean there are vast portions of the game that you don't immediately understand. That's how anything complicated works, and a complicated game is no exception.
I think Fortress Mode will get less and less boring as more goals become apparent/possible within it. In other words, once we can have an actual significant role in the world (and vice-versa, the world interacts significantly with us), things will be much better.
I like Toady's current plan of having bug fixes in between big feature releases. It keeps things interesting while maintaining a steady rate of bugfixes to keep the new ones at bay and to eventually fix the main older bugs.
I think Fortress Mode will get less and less boring as more goals become apparent/possible within it. In other words, once we can have an actual significant role in the world (and vice-versa, the world interacts significantly with us), things will be much better.
Well, it's sort of the crux of my giant monologue on farming, and my other thread on making more complex social pressures inside the fortress that what the Fortress mode really needs is to have its maintenance become less of a task of making sure that micromanaged workshop orders stay in place, and more a task of automated systems whose inputs and outputs must be balanced, at least in the large scale.
I like Toady's current plan of having bug fixes in between big feature releases. It keeps things interesting while maintaining a steady rate of bugfixes to keep the new ones at bay and to eventually fix the main older bugs.
I would agree, but the current state of affairs is one where each feature set implemented adds on to the pile of pre-existing problems, which are subsequently put on the back burner in favor of more features.
(...)
If he stayed with 1 feature till it was completely finished an relatively bugfree we would never get a release
If he stayed with 1 feature till it was completely finished an relatively bugfree we would never get a release
I WILL CHOOSE ADVENTURE, THREETOE.
THIS I PROMISE.
I WILL CHOOSE ADVENTURE, THREETOE.
THIS I PROMISE.
... I've always wondered...
Whenever people ask questions like that in a fantasy RPG, they never actually give you much alternative. I mean, until we get the caravan trading thing in, our choices are "adventure" and "just sit around town, maybe steal food or just starve".
Those sorts of questions have more weight when there is an actual alternative choice that can be made.
"Return the slab or suffer my curse!"
I WILL CHOOSE ADVENTURE, THREETOE.
THIS I PROMISE.
... I've always wondered...
Whenever people ask questions like that in a fantasy RPG, they never actually give you much alternative. I mean, until we get the caravan trading thing in, our choices are "adventure" and "just sit around town, maybe steal food or just starve".
Those sorts of questions have more weight when there is an actual alternative choice that can be made.
Which is one of the reasons I'm excited about the caravan arc- "No thanks, my King, I have no desire to tramp across half a continent to kill some dragon that has been plaguing our people since the creation of the world. I'm perfectly capable of killing it should he try to meddle in my affairs, mind you, but I'd rather spend my time strengthening my stranglehold on the silver trade through my plan of economic domination, bribery, and strategic assassinations. But hey, if you would like some *silver warhammers* to equip some other fool with, don't hesitate to send your best offer!"
Which is one of the reasons I'm excited about the caravan arc- "No thanks, my King, I have no desire to tramp across half a continent to kill some dragon that has been plaguing our people since the creation of the world. I'm perfectly capable of killing it should he try to meddle in my affairs, mind you, but I'd rather spend my time strengthening my stranglehold on the silver trade through my plan of economic domination, bribery, and strategic assassinations. But hey, if you would like some *silver warhammers* to equip some other fool with, don't hesitate to send your best offer!"
Part of why Koei's Uncharted Waters series has always held a place in my heart - you can be an explorer, a pirate, or a merchant. If you really felt like it, you can just drop the whole plot and go off doing whatever it is you really feel like doing, and there actually are other things to do.
I don't think I'll actually start playing Adventurer mode until we have an interactive enough city and economic model that I can actually play a character that doesn't have to engage in combat to be interesting.
I'd really like to see something like "I want to be a cheesemaker" somehow manage to become an interesting way to play the game, although I'm not sure that's going to really be possible for a long time, yet.
I'm always surprised when I find out how much trouble people have with the military interface- I've found that the basic premises behind it were rather intuitive, and a little dedicated work irons out most of the quirks with the system. I've always had more trouble with farming and maintaining the clothing industry- I can never quite balance it right.
Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.
Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.
What's so special about the cheesemakers?
But... You... There was... Daaaaaaah (http://www.youtube.com/watch?v=lLl1RWlgw7o).Back at 40d they didn't have easy lives. Best they could hope for was military.Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.What's so special about the cheesemakers?
It would be cool if, other than just the terrible, zombifying curses, you could also get relatively benign ones, like a boil or wart on your character's nose, to set off the scars. :)
You guys are spoiled. You know how long it took to go from DF3D to Temples'n'Shit DF? Over a year. No releases in between.Funny thing is, that's almost what happens in the real life too. People don't really die outright unless their brain ceases functioning, the quickest ways of achieving which are hits to the heart to stop bloodflow, or hits to the head. In most cases where this is not achieved, the victim simply receives a severe wound that makes them die of blood loss or suffocation. What DF seems to have a lack of is a state of shock, or similar incapacitation due to sudden massive injury. We have "giving in to pain", which serves a similar purpose but is a bit too hazy, and getting knocked unconscious, which is exclusively a "headshot" thing. Giving in to pain seems to work as a threshold to an accumulated "pain" value right now, but maybe it could be improved by adding a "surge protector" quality to it? A sudden jump in the pain value should be able to trigger the state as well, which could probably make fights more realistic - you stab someone in the guts and they collapse, because of sudden overwhelming pain. Which lets you perform a finishing move while they're down.
The thing I dislike the most about the current version is the way you pretty much have to hit somebody in the head or heart to kill them. I'd like to see some kind of trauma system put in where severe injuries have a chance to kill you outright, with that chance increasing as you become more badly injured and probably related to toughness. Get impaled on a sword as a weedy peasant? Probably instant death. Same thing as a martial trancing axedorf? You might die, but probably not, unless you're already badly hurt.
It's a case of different play styles finding some issues to be irrelevant while others are glaringly huge. Issue #1 is a non-factor for me as I prefer to micromanage from the squads-screen instead of setting up patrol routes or defend burrows. Issue #2 is even less relevant because I prefer making all my equipment myself and I want a guarantee my soldiers equip specific armour types of specific materials which I know I've made. Issue #3 can be solved using Dwarf Therapist - give everyone temporary custom professions or nicknames like "S1", "S2" and remove them after setting up the squads. While the list position defaulting every time you select a dwarf is a nuisance, in the case of migrants I can just scroll backwards to get them as they're coming in from the map.I'm always surprised when I find out how much trouble people have with the military interface- I've found that the basic premises behind it were rather intuitive, and a little dedicated work irons out most of the quirks with the system. I've always had more trouble with farming and maintaining the clothing industry- I can never quite balance it right.
There are some fundamental issues:
1) Schedulle switches do not provide feedback. It takes some time for dwarves to snap out of their previous orders. It makes everything seem like it just does not work at all. I completelly expect squad that was just assigned to patroll duty to actually start patroling instead of chilling out for month or so.
2) Enter key deletes. Seriously, how come, that is like ... worst key posible for that task. This is especially annoying when you accidentally delete chest item from default Metal Armor as there is not way to re-add that one other than reseting uniform... and if you manage to delete that from uniform, well it is ctrl-alt-del time and continuing from latest backup.
3) Squad assigments forces you to pick for all the dwarves, including other squads. Cue massive confusion and accidentally canibalized older squads. Even worse, when you add dwarf, list scroll position resets and if you want to add another dwarf that was right next to him (typical for new immigrants), you have to scroll again. It is also painfully useless if you decide to draft everyone as emergency response - try doing that to 150 pop fort without going insane.
Issue #3 can be solved using Dwarf Therapist - give everyone temporary custom professions or nicknames like "S1", "S2" and remove them after setting up the squads. While the list position defaulting every time you select a dwarf is a nuisance, in the case of migrants I can just scroll backwards to get them as they're coming in from the map.
But... You... There was... Daaaaaaah (http://www.youtube.com/watch?v=lLl1RWlgw7o).Back at 40d they didn't have easy lives. Best they could hope for was military.Playing a cheesemaker in an average Fortress 'round here would be. Freaking. Terrifying.What's so special about the cheesemakers?
I don't mean "completely finished", just that it would be nice for the current systems to be worked on a bit more, as a general rule. I certainly wouldn't expect Toady to revamp body part positioning/relationships right off the bat, but there are some things, some of them very simple, that he could do now in order to cause the current system to give more consistently reasonable results.
Issue #3 can be solved using Dwarf Therapist - give everyone temporary custom professions or nicknames like "S1", "S2" and remove them after setting up the squads. While the list position defaulting every time you select a dwarf is a nuisance, in the case of migrants I can just scroll backwards to get them as they're coming in from the map.When an action practically requires the use of a third party software, it is probably a good sign that the action is too hard to accomplish with in-game tools.
Is the old list of powergoals and stuff gone? I was trying to find it to see if there was anything in the future to let you play a Megabeast (Properly, not just setting it up so they're playable in adventure mode. Living in a cave, sleeping on a pile of gold, adventurers attacking, you get the idea) but it's not there anymore.
"...You may escape, only to find that you have succumbed to a terrible curse, unable to show your face again to the world of the living. It is your choice. Will you choose adventure?"Maybe not the a curse of the turn-into-nightcreature kind. But other kinds, like a curse draining the PC of life, making him weaker or other stuff like that I guess is feasible. Also, I guess, nightcreature-type curses where you loose control of the PC (and thus loose the game) might be possible as well, I think. I'm keeping myself optimisticly dreaming about it ;)
If it was a toady post i would assume that means cursing your adventurer is possible in the next release, but since its threetoe i'm unsure.
..i hope so.
Issue #3 can be solved using Dwarf Therapist - give everyone temporary custom professions or nicknames like "S1", "S2" and remove them after setting up the squads. While the list position defaulting every time you select a dwarf is a nuisance, in the case of migrants I can just scroll backwards to get them as they're coming in from the map.When an action practically requires the use of a third party software, it is probably a good sign that the action is too hard to accomplish with in-game tools.
It isn't too hard, it can be done, but if the use of a third party makes it easier indeed there is room for improvement.
It's a case of different play styles finding some issues to be irrelevant while others are glaringly huge. Issue #1 is a non-factor for me as I prefer to micromanage from the squads-screen instead of setting up patrol routes or defend burrows. Issue #2 is even less relevant because I prefer making all my equipment myself and I want a guarantee my soldiers equip specific armour types of specific materials which I know I've made. Issue #3 can be solved using Dwarf Therapist - give everyone temporary custom professions or nicknames like "S1", "S2" and remove them after setting up the squads. While the list position defaulting every time you select a dwarf is a nuisance, in the case of migrants I can just scroll backwards to get them as they're coming in from the map.I'm always surprised when I find out how much trouble people have with the military interface- I've found that the basic premises behind it were rather intuitive, and a little dedicated work irons out most of the quirks with the system. I've always had more trouble with farming and maintaining the clothing industry- I can never quite balance it right.
There are some fundamental issues:
1) Schedulle switches do not provide feedback. It takes some time for dwarves to snap out of their previous orders. It makes everything seem like it just does not work at all. I completelly expect squad that was just assigned to patroll duty to actually start patroling instead of chilling out for month or so.
2) Enter key deletes. Seriously, how come, that is like ... worst key posible for that task. This is especially annoying when you accidentally delete chest item from default Metal Armor as there is not way to re-add that one other than reseting uniform... and if you manage to delete that from uniform, well it is ctrl-alt-del time and continuing from latest backup.
3) Squad assigments forces you to pick for all the dwarves, including other squads. Cue massive confusion and accidentally canibalized older squads. Even worse, when you add dwarf, list scroll position resets and if you want to add another dwarf that was right next to him (typical for new immigrants), you have to scroll again. It is also painfully useless if you decide to draft everyone as emergency response - try doing that to 150 pop fort without going insane.
Well, that's this player's way of playing that doesn't get grossly bothered by these and other Issues with the game. Toady's task is to try and accommodate everyone's playstyles. The dev cycle currently does not have a "provide feedback for improvements, not just bugfixes". Toady moves on when he deems a set of features to be playable to certain styles, not every style.
Issue 3 is actually not an issue- when you scroll over a dwarf when choosing where to assign him it lists his squad affiliation, if any, in the upper right.It's pretty easy to miss, though, if you don't know to look for it. I'd say that ideally those soldiers should be color-coded in a way similar to people in the room assignment menus in addition to whatever military screen improvements there are.
There will probably be tags on limbs like arms, like a CAN_ANIMATE_SEPARATELY similar to how limbs already have tags like LEFT and FLIER in the raws, that determines whether they raise by themselves.
There will probably be tags on limbs like arms, like a CAN_ANIMATE_SEPARATELY similar to how limbs already have tags like LEFT and FLIER in the raws, that determines whether they raise by themselves.
I set up two lines of necromancers in the arena and gave them adamantine swords. The forces clashed, and then a roiling pile of severed limbs and heads and bodies jumped into the fray until one of the sides was victorious, with their new little buddy parts wandering around aimlessly near them.
Issue 3 is actually not an issue- when you scroll over a dwarf when choosing where to assign him it lists his squad affiliation, if any, in the upper right.It's pretty easy to miss, though, if you don't know to look for it. I'd say that ideally those soldiers should be color-coded in a way similar to people in the room assignment menus in addition to whatever military screen improvements there are.
I find military to be quite stable in recent releases, and even healthcare is almost fine now.
I'm setting up independent monument burial sites for people, so that in addition to the catacombs down below, they can also build pyramids and things, like we used to have
Ok, so I'm still curious as to whether the undead still have a hit-points system, or whether there's some more intricate, awesomeness now coded into their systems? Because I really want to know, if it's not hit-points, how does one go about 'killing' a severed arm!?Arm soup. :P
Urist McNecromancer mutters some dark sounds...Ok, so I'm still curious as to whether the undead still have a hit-points system, or whether there's some more intricate, awesomeness now coded into their systems? Because I really want to know, if it's not hit-points, how does one go about 'killing' a severed arm!?Arm soup. :P
This month you have posted once per day on the Current Development page. So my question would be, will you continue to do so? Loving it.
First time I ask a question here. I hope I'm doing it properly.
This month you have posted once per day on the Current Development page. So my question would be, will you continue to do so? Loving it.
First time I ask a question here. I hope I'm doing it properly.
Toady One I'm setting up independent monument burial sites for people, so that in addition to the catacombs down below, they can also build pyramids and things, like we used to have. It should be entertaining. I've also got arm and head animation mostly working -- I set up two lines of necromancers in the arena and gave them adamantine swords. The forces clashed, and then a roiling pile of severed limbs and heads and bodies jumped into the fray until one of the sides was victorious, with their new little buddy parts wandering around aimlessly near them.
This month you have posted once per day on the Current Development page. So my question would be, will you continue to do so? Loving it.
First time I ask a question here. I hope I'm doing it properly.
Perfectly legitimate question, and I echo it completely. I really am loving the daily devlogs, they make the wait more fun.
Can we make subtle region curses? I'd like to see little hamlets full of backwards, mutated townsfolk.
From the sound of Threetoe's teaser in the Dev Log, it sounds curses can possibly alienate you from normal not cursed individuals. Will these curses be causing effects that might make you unpleasant for normals to deal with?
For example, a curse of sores or a curse of ugliness. I imagine these types of curses might make it in because of how they are tied to mummies in fiction and simply want to know if they are within the scope of working on mummies. The idea of a curse making you an outcast is not uncommon either and that what it sounds like could happen from the Dev Log...
Quote from: NeonivekI know your removing Good and Evil in the not so distant future... but what would be your guess of the Spheres which would be closest to good and evil? Actually undertaking all the Sphere related Spherical Land conversion of the Evil/good lands seems like a lot. I am guessing the dev item refers to you taking the first steps? What exactly does that entail if I am allowed to ask.
You mean not close to good in the moral/whatever sense but in the close to good in terms of having unicorns and fairies and fluffy wamblers occur as they do now? If a unicorn is associated to particular spheres (luck, say) then it would be luck-lands that get them, rather than anything else (unless luck is linked to other spheres, then there's some chance of pulling them over to those as well). The evil lands either get the "evil" creatures or the undead curses, so when those are sphered out, it would be handled that way. Of course, since there are like 100 spheres (and will be many more no doubt), yeah, this is a large project overall, especially when you get away from the stock raw monsters and ask which random creature/veg/etc. traits should be linked to spheres and try to do every sphere justice. If it also gets deity links at that time, you have the local civilizations associated to the deities to consider as well, so an "evil" god sphere-related land near a human civ might take the human body definition and then sphere-twist it into something that is meant to be a mockery of human form (good ones do the same thing but the twists would not be seen as a negative thing, though they could still be terrifying). In real-world mythological examples, a lot of this depends on the cultural values associated to certain animals, though simple things like stripping off the outer layer (ie skin) or adding fire breath or making the skin a different color etc. all work as well, and I've got the tools to do all of that now with this revision. As long as the sphere/cultural links are reasonably maintained, I think it won't devolve into a sea of garbage slush (as a more trivial but current example, take god names vs. some of the other names -- sphere-links tend to make the god names "better", in one sense at least, though clearly it all needs work).
A question, though;
Have you settled on what these 'secrets' will allow? Would you pretty please be able to post a list (so, immortality, raising and binding undead, rapid healing, etc)?
You mentioned that new secrets will be able to be modded in on release. What kind of functionality on release are we looking at for that system? Will secrets be able to change attributes, give new body parts, or anything like that, or will it just be tags like [IMMORTAL] or whatever for now?
Toady, will necromancy be possible in the Arena?
With the advent of necromancy, will it be possible to use necromancer's powers to recruit ghosts on quests of revenge?
Oh, and another question: Will it be possible to get quests of revenge from your old dead adventurers for in exchange for the dead adventurer's equipment?
Are necromancers going to send their armies to all nearby sites?
(to harvest bodies)
or only to fortresses? If so, what is their common motivation to focus on dwarves so?
Also, will these small towers grow larger as the number of minions grows?
3. Is it possible that the leader of a dwarven civ, perhaps the king at your fortress even, might become a necromancer while you're playing? What would happen if they did? Would they suddenly just become an enemy while standing in your fort and promptly get slaughtered, would they run off and disappear off screen before returning years later with an undead horde, or would they remain in power and you would just have what amounts to an invincible population in which any member who died was raised almost immediately.
Quote from: monk12Will secrets make an appearance in dwarf mode any time soon?
Lets say that a demon relates a secret to a man in world gen. That man writes it down on his fancy stone tablet. A megabeast then steals that tablet and takes it back to his lair. World gen ends, and the player embarks with their dwarves on that lair. Will the tablet be there for the dwarves to find? When can we expect some kind of meaningful interaction with that kind of world-gen artifact?
I'm not sure what's going to happen with dwarf mode vs. the world gen artifacts. It seems like they will be available in the same space, which I guess would mean if it's a slab you could unforbid it and place it like a building... but I dunno if your dwarves will suddenly all become immortal and start raising their pets. We'll have to see what happens.
If the player in adventure mode/armies in the future dwarf mode slaughter a village, will a necromancer be able to harvest their bodies / create an undead city while in-play? or will the necromancer rise be restricted in a short worldgen that happens between one adventure/fortress and the next one?
The absence of a 'jungle' biome have puzzled me a long time. Surroundings like "Polluted", "No-Gravity" and "Irradiated"(magically, that is) might be a bit out-of-place, but still possible to mod in.
In the future, are you planning on implementing other kinds of biomes and surroundings?
# Core94, RANDOMIZED REGIONS AND THEIR FLORA/FAUNA, (Future): The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Requires Core92.
You talked on the dev page about adventurers interrogating bad guys for information. While I understand that's a ways off, could that theoretically work for magical secrets?
Will brewing continue to make liquid out of nowhere?
This one just puzzles me at the moment.
Will we see non-human towns (such as mountain homes, goblin forts, and elf forest retreats) return sometime during the nine releases?
Quote from: freeformschoolerwill the town revamp starting with the next release finally give us elf/dwarf settlements with actual elves & dwarves?
Doing those prior to the dwarf mode army arc releases is the current plan, so that you have something to attack. So in between the caravan releases and the army-related army arc releases. If it comes up, it might happen sooner, if it's forced in some way by the trading, but that might not be how it works out.
Will we be able to find and use slabs that contain knowledge of secrets? So my adventurer could find the "slab of death" and then go run off to build a tower and raise an undead army to conquer the region?
Quote from: tHe_silent_HWill adventures be able to learn these new "secrets"?
It comes down to adding an interface to it, pretty much, and supporting any special interactions that might take some care when coming from the player. Ideally if you can turn into some sort of night creature, you'd get all of its powers and get to keep playing, but the use of interactions is exactly the problem with allowing the player to do that. We'll see what the breadth of interactions ends up being. It could end up being pretty straightforward to do.
Imagine, you get a quest from a priest of Merra -the blessed blossom- to attack a shrine to Armok -God of Blades- and kill it's priest. If both temples are located in the same civilization, how will this work out for your relations with that civ? Will relations with temples be seperate from those with civs? Will effects on relations be more confined to sites.
when weather becomes more implemented will there be creatures that affect the weather? such as a lightning titan that brings rain and causes random lighting strikes leading to Fun and fires?
you once mentioned in a df talk about artefacts playing larger roles such as a hat that sucks the world into a fire realm, considering that we already get named weapons, is it possible that you might include a way of the weapon getting "enchanted/cursed" from over use?
These powerful beings that can be disturbed. Will they all be Historical Figures that have been buried or will they be other Fun things as well?
Would it be possible for these limbs to assemble into single frankenstein/abomination-like creature?
What sort of research would help you the most? And how should the research be presented: tables summarizing the findings, links to sources where you can get the data yourself, or both? Are modified and annotated RAWs ever useful, or is it better to focus on creating forum posts with the necessary information?
Quote from: GlanzorIn the upcoming release, will only human historical figures try to seek those secrets?
I mean, goblins and elves have little reason to search for immortality obviously, but what about dwarven necromancers?Quote from: thvazThere are a lot of immortal creatures in DF, goblins,elves and giants coming to mind. They know the secret of immortality? They can teach it?
I think this is important for the sake of consistency.Quote from: veokWhat races can necromancers arise from? Just Humans and Goblins? Or can Dwarves, Elves, Kobolds, (and modded races) become ones as well?Quote from: ArkoseI'm curious about what kind of requirements are going to be placed on who and what can learn secrets. Could an ordinary wild badger learn the secret of necromancy, and if it did, would it build itself a tower and start raising the dead? And if there are requirements for secrets, will they be settable on a per-secret level? (Like "the secret words of wisdom" requiring [INTELLIGENT] to learn and [CAN_SPEAK] to use, for example?)
Can we make subtle region curses? I'd like to see little hamlets full of backwards, mutated townsfolk.
Quote from: Osmosis JonesHave you settled on what these 'secrets' will allow? Would you pretty please be able to post a list (so, immortality, raising and binding undead, rapid healing, etc)?Quote from: CthulhuYou mentioned that new secrets will be able to be modded in on release. What kind of functionality on release are we looking at for that system? Will secrets be able to change attributes, give new body parts, or anything like that, or will it just be tags like [IMMORTAL] or whatever for now?
Quote from: AklyonToady, will necromancy be possible in the Arena?Quote from: GenoravenHow will the new syndromes/curses/interactions affect the arena mode? Will the undead option be removed in favor of the generated undead? Or will arena mode be left alone for the release?
Will curses/syndromes be curable in a way that does not kill the person who is cursed? For instance, if a gang of werewolves attacks my fort, can I trap them and then apply some cure, turning them into normal dwarves/humans/etc which could then be friendly and join my fort?
How often do you currently check out suggestions forum?
In the case of an adventurer, will we be capable of receiving training as a religious figure or whathaveyou that lets you acquire this sort of weakness-revealing information on your own, and become a "Adventurer Role: Slayer of Nightcreatures" in the sense of being a traveling exorcist? Or must you go out and find those religious figures and ask them on the weakness for every night creature you run across?
In the case of a fortress, we can't go out and search for religious figures to perform a divination for us. Will we have fortress temples where we can interact with the priest, and get them to tell us how to kill a nightcreature that can only be killed by exploiting some weakness? How will we even manage to control whether dwarves can exploit a weakness, for that matter? Will there be a "coat your swords in syrup" function going in any time soon? Or will Fortress Mode nightcreature weaknesses just be pushed off?
Quote from: zweiWill we be able to mod secrets to be known/used by appointed noble?
I, for example, would like to make "The Castle" series mod where ruler grants imortality to best-of-best (swordmaster, armorer ..., but also cook, doctor ...).Quote from: UristocratI've heard a lot of talk about "secrets" lately. Is the Dungeon Master's ability to tame exotic creatures also going to be one of these "secrets"?
will Legends mode at some point include additional economics information about towns such as main exports and imports or average production of various goods?
Are necromancers going to send their armies to all nearby sites?
(to harvest bodies)
or only to fortresses? If so, what is their common motivation to focus on dwarves so?
Also, will these small towers grow larger as the number of minions grows?
If the player in adventure mode/armies in the future dwarf mode slaughter a village, will a necromancer be able to harvest their bodies / create an undead city while in-play? or will the necromancer rise be restricted in a short worldgen that happens between one adventure/fortress and the next one?
1. What about necromancers will allow them to raise things? Will they make some sort of magic object which simply raises any dead in the area? Will they use some sort of nebulous power thats inherent to them? Will they be somehow able to raise themselves if they die, such as a Lich.
2.Will the necromancers make only one kind of dead or will there be multiple types with different duties, something like a ant nest. Will there be ghouls which scavenge the dead, living meat wagons to carry them, hulking flesh golems for combat, living pipe organs broadcasting the arrival of undead armies, etc, or just a wave of zombified woodland creatures?
3. Is it possible that the leader of a dwarven civ, perhaps the king at your fortress even, might become a necromancer while you're playing? What would happen if they did? Would they suddenly just become an enemy while standing in your fort and promptly get slaughtered, would they run off and disappear off screen before returning years later with an undead horde, or would they remain in power and you would just have what amounts to an invincible population in which any member who died was raised almost immediately.
4. Now that we have the general raise dead curse effect, will it be possible that this effect is placed on artifacts or items? Ie, that Shiny blue sword found down in the Curious structures near the bottom of the world might have the unfortunate effect of raising your enemies to try to kill you over and over.
You talked on the dev page about adventurers interrogating bad guys for information. While I understand that's a ways off, could that theoretically work for magical secrets?
The absence of a 'jungle' biome have puzzled me a long time. Surroundings like "Polluted", "No-Gravity" and "Irradiated"(magically, that is) might be a bit out-of-place, but still possible to mod in.
In the future, are you planning on implementing other kinds of biomes and surroundings?
With this... would it be possible to easily add an init option or worldgen parameter to re-enable dwarves embarking on top of other people's sites? I'm curious whether this would make the game respond 'properly' now if dwarves try to embark on a dark fortress or somesuch, making for something interesting.
Actually, would it be possible to allow the dwarves to embark on 'hostile' sites in general in the main game, as long as there's no friendly population there? It seems like "deal with the undead, then settle in their tower" could be a fun (and challenging) way to start a fortress.
Regarding zombies ripping off the dog's head. Did they claw or bite it until it came off, or is there actual dismemberment in wrestling now?
So, since corpses can be raised without their heads, how do you (at least temporarily) kill a zombie/skeleton? Will a complete corpse zombie still die when it loses its head? How bad off does a corpse have to be to be un-raisable? Especially when animated limbs/etc. go in, how do you kill those?
Will we be able to find and use slabs that contain knowledge of secrets? So my adventurer could find the "slab of death" and then go run off to build a tower and raise an undead army to conquer the region?
Imagine, you get a quest from a priest of Merra -the blessed blossom- to attack a shrine to Armok -God of Blades- and kill it's priest. If both temples are located in the same civilization, how will this work out for your relations with that civ? Will relations with temples be seperate from those with civs? Will effects on relations be more confined to sites.
Will raising the tower involve the secret itself? What kind of terrain modification/construction will secrets be able to do? Will shape, size, etc. of towers be randomized?
From the sound of Threetoe's teaser in the Dev Log, it sounds curses can possibly alienate you from normal not cursed individuals. Will these curses be causing effects that might make you unpleasant for normals to deal with?
For example, a curse of sores or a curse of ugliness. I imagine these types of curses might make it in because of how they are tied to mummies in fiction and simply want to know if they are within the scope of working on mummies. The idea of a curse making you an outcast is not uncommon either and that what it sounds like could happen from the Dev Log...
These powerful beings that can be disturbed. Will they all be Historical Figures that have been buried or will they be other Fun things as well?
Right now we're using a sort of weird definition, where you have to have at least one head or grasp left if your original body had any of those.
About today's devlog, I wonder how dangerous it will be to visit a tomb of a deceased demon...I've wondered that myself. Should be interesting to see how that works out for demon lawgivers, especially if demons already get some interaction use in live.
so, we now know the proper 'safe' burial method: cut off hands, feet and heads of the defunct :PExcept for ghosts. :P
so, we now know the proper 'safe' burial method: cut off hands, feet and heads of the defunct :PExcept for ghosts. :P
so, we now know the proper 'safe' burial method: cut off hands, feet and heads of the defunct :PExcept for ghosts. :P
And disfiguring a corpse should make more likely that a angry ghost would arise.
so, we now know the proper 'safe' burial method: cut off hands, feet and heads of the defunct :PExcept for ghosts. :P
And disfiguring a corpse should make more likely that a angry ghost would arise.
I think you missed the "burial" part of the safe burial method. a coffin were involved :P
If someone with a secret dies, and then they are raised, do they still know the secret? For example, if one necromancer kills another, and decides to raise his fallen enemy, does the newly undead necromancer maintain his ability to raise more undead?To expand on this a little, what happens to the soul on re-animation?
If someone with a secret dies, and then they are raised, do they still know the secret? For example, if one necromancer kills another, and decides to raise his fallen enemy, does the newly undead necromancer maintain his ability to raise more undead?And on a related note: Do necromancers/secret-knowers take on acolytes or apprentices and further their knowledge and/or fortress conquering agenda?
If someone with a secret dies, and then they are raised, do they still know the secret? For example, if one necromancer kills another, and decides to raise his fallen enemy, does the newly undead necromancer maintain his ability to raise more undead?To expand on this a little, what happens to the soul on re-animation?
Because I just love runnin' the questionmobile, to expand on that further: Will there be methods of necromancy or other magic that will/will not bring back the soul? What about partially bringing back the soul, both through a "copy" (for example, zombie with skills but not memories, assuming skills are in the soul) and through weakly linking to the actual soul (as above, but upon seeing his daughter it all comes flooding back to him and he turns his rusty sword on his master instead of participating in the village sacking, saving everyone and leading to a fairly awkward family reunion on account of his badly rotted face). PowerGoal 177 was a wife being dumped in the sewers and then rising to seek revenge on her murdering husband - is that still the idea? Will it be possible for necromancers to mix and match souls and bodies?
So much possibility, so little brainpower to contain it all while typing.
I'm pretty sure Toady commented somewhere else that the ghost is the soul, and reanimated bodies lack the ghost and thus the soul, and that therefore the reanimated body has none of the traits of the original dwarf's mind though his family members might be upset at seeing their loved one's body disturbed, and that there was potential for dwarven ghosts to get irritated that necromancers were animating their corpses.
If someone with a secret dies, and then they are raised, do they still know the secret? For example, if one necromancer kills another, and decides to raise his fallen enemy, does the newly undead necromancer maintain his ability to raise more undead?
To expand on this a little, what happens to the soul on re-animation?
Will all the secrets be big, special things like raising the dead, or will there eventually be less large secrets, such as the secret of making a musical instrument or how to cook something special?
Quote from: UristocratI've heard a lot of talk about "secrets" lately. Is the Dungeon Master's ability to tame exotic creatures also going to be one of these "secrets"?
It's possible to get sort of tech-treey with it, but I haven't done anything like that, and it's not set up to point to certain positions or to have positions confer any abilities on their own. The larger questions surrounding knowledge and technology have not been resolved.
And on a related note: Do necromancers/secret-knowers take on acolytes or apprentices and further their knowledge and/or fortress conquering agenda?
Quote from: NW_KohakuIn the case of an adventurer, will we be capable of receiving training as a religious figure or whathaveyou that lets you acquire this sort of weakness-revealing information on your own, and become a "Adventurer Role: Slayer of Nightcreatures" in the sense of being a traveling exorcist? Or must you go out and find those religious figures and ask them on the weakness for every night creature you run across?
There's nothing wrong with learning things in advance rather than on a case by case basis. If we don't have time advancement, it's more of a char gen issue, which would be cool. We'll see if this is necessary during testing when we have our first creatures with weaknesses/etc., which might not happen this time.
Quote from: NeoskelSo, since corpses can be raised without their heads, how do you (at least temporarily) kill a zombie/skeleton? Will a complete corpse zombie still die when it loses its head? How bad off does a corpse have to be to be un-raisable? Especially when animated limbs/etc. go in, how do you kill those?
Same as it has been, with the "hitpoint" stuff, until we redo crushed-to-a-messy-pulp as a concept. Any animated creature has to sustain banging around proportional to its size and it'll collapse. It can be raised again immediately if it is still intact. Right now we're using a sort of weird definition, where you have to have at least one head or grasp left if your original body had any of those. If your body is weird enough not to have a head or grasp defined, and it is still marked as being from a "living" being, then it can always be raised, which would amplify your need to go after the source instead, if possible. This makes completely exotic monsters trouble in evil regions, and I'll have to see if additional precautions are necessary. I don't want to adopt a cumbersome tag system for this, but we'll see what's necessary. A body could be marked as pulped if it is successfully felled a number of times, for instance, until we make pulping a reality.
Quote from: ArkoseI'm curious about what kind of requirements are going to be placed on who and what can learn secrets. Could an ordinary wild badger learn the secret of necromancy, and if it did, would it build itself a tower and start raising the dead? And if there are requirements for secrets, will they be settable on a per-secret level? (Like "the secret words of wisdom" requiring [INTELLIGENT] to learn and [CAN_SPEAK] to use, for example?)
For the example I've been using, it is restricted to mortals with can learn. Can speak might also be required, since kobolds shouldn't be able to read slabs. The restriction tags available are the same as the ones you can use for the syndromes, so it's still ongoing. You can use the current arbitrary string classes and specific creature tokens, so it's really whatever creatures you want. They don't have anybody they want to teach it to at this point, but there is a tag for it. I'm not sure what the future holds there.
Any animated creature has to sustain banging around proportional to its size and it'll collapse. It can be raised again immediately if it is still intact.
...we were thinking of limiting it to otherly-sized body parts, sutures and grafted-on weapons:o :) 8)
Will all the secrets be big, special things like raising the dead, or will there eventually be less large secrets, such as the secret of making a musical instrument or how to cook something special?
Why am I now looking forward to playing as the leader of a group of chef-assassins who deal in food and murder, kidnapping the opposition and beating the secret recipes out of them? Is this normal?
Why am I now looking forward to playing as the leader of a group of chef-assassins who deal in food and murder, kidnapping the opposition and beating the secret recipes out of them? Is this normal?
It's like it's straight out of the animes.
Well the secret system can be used for other things... In fact
Toady from what I see a large portion of what your secret system is, other then magical, is the exchange and passing of knowledge. do you forsee using similar systems for recipes, technology, and other such things?
QuoteQuote from: zweiWill we be able to mod secrets to be known/used by appointed noble?
I, for example, would like to make "The Castle" series mod where ruler grants imortality to best-of-best (swordmaster, armorer ..., but also cook, doctor ...).Quote from: UristocratI've heard a lot of talk about "secrets" lately. Is the Dungeon Master's ability to tame exotic creatures also going to be one of these "secrets"?
It's possible to get sort of tech-treey with it, but I haven't done anything like that, and it's not set up to point to certain positions or to have positions confer any abilities on their own. The larger questions surrounding knowledge and technology have not been resolved.
Hmm while that doesn't exactly answer my question... I'll just leave it at thatIt informs you that no answer to your question currently exists, and you thus cannot have one. Not leaving it at that would be futile.
Especially since infering otherwise will get me a speach.
Hmm while that doesn't exactly answer my question... I'll just leave it at thatIt informs you that no answer to your question currently exists, and you thus cannot have one. Not leaving it at that would be futile.
Especially since infering otherwise will get me a speach.
Can a severed 'buddy part' be reanimated if its original owner is still alive?
I want to see a militiadwarf attacked by his own severed arm!
Can a severed 'buddy part' be reanimated if its original owner is still alive?
I want to see a militiadwarf attacked by his own severed arm!
Based on the earlier devlog about the line of necromancers in arena mode I'm going to have to guess yes.
Well the secret system can be used for other things... In fact
Toady from what I see a large portion of what your secret system is, other then magical, is the exchange and passing of knowledge. do you forsee using similar systems for recipes, technology, and other such things?
Can a severed 'buddy part' be reanimated if its original owner is still alive?
I want to see a militiadwarf attacked by his own severed arm!
Based on the earlier devlog about the line of necromancers in arena mode I'm going to have to guess yes.
Imagine if reanimated limbs get their own names. Then they preserve those names when reanimated.
"This is an Ilandag Rozmololo Atek's Nolsmustrog Uxzoostad's Bomrek Ilralalath Lolum Obok's left upper arm"
Can a severed 'buddy part' be reanimated if its original owner is still alive?
I want to see a militiadwarf attacked by his own severed arm!
Based on the earlier devlog about the line of necromancers in arena mode I'm going to have to guess yes.
Imagine if reanimated limbs get their own names. Then they preserve those names when reanimated.
"This is an Ilandag Rozmololo Atek's Nolsmustrog Uxzoostad's Bomrek Ilralalath Lolum Obok's left upper arm"
Wait until individual limbs start getting names and honorifics the same as, say, animals.
[quoutepyramid] something something [/quoutepyramid]
And then once you've pulped them so they're not animated, you can wield them as a weapon and they get named from all the kills...
I thought war animals already turned up in worldgen battles, but I could be wrong. I'm more excited to see the townie elf / wild elf distinction. Multiple species under one entity or area? First step to multicultural fortresses.Well, that step has been made years ago. I think "townie elves" just means "elves that live in human town because they or their ancestors were captured as war prisoners and then integrated into human society".
After reading the devlog update about raiding tombs i began to wonder whether tombs can be raided during worldgen, by Bandits for example. I think it would be pretty neat to find a empty tomb from time to time, it`s riches stored in the camp of some Bandits. I also think that finding and returning part of the treasures of a dead king might be a interesting quest.
After reading the devlog update about raiding tombs i began to wonder whether tombs can be raided during worldgen, by Bandits for example. I think it would be pretty neat to find a empty tomb from time to time, it`s riches stored in the camp of some Bandits. I also think that finding and returning part of the treasures of a dead king might be a interesting quest.Expanding on this... in an odd sort of way I guess, will dead kings, under certain circumstances, rise up to avenge their tombs being looted? Say, if the king happened to simultaneously manage to be a major priest of the local God of Death, or otherwise be rendered capable of rising up to avenge himself (faithful necromancer subjects, certain burial methods, etc)?
After reading the devlog update about raiding tombs i began to wonder whether tombs can be raided during worldgen, by Bandits for example. I think it would be pretty neat to find a empty tomb from time to time, it`s riches stored in the camp of some Bandits. I also think that finding and returning part of the treasures of a dead king might be a interesting quest.
You didn't even try to disguise your suggestion as a question! :)
Please color only questions to Toady. Your suggestion is pretty good, but Toady will answer only questions about current development. We have a board for suggestions.
Or maybe you guys are reading to much into his bad luck comment. =P
Woah, functioning traps? I wonder how Toady worked out the kinks in trap avoidance.
"Boxed in the face by a mummy" is an inherently hilarious phrase/concept and I'm glad that this is now a possibility.I would imagine they're based off of the interred individual.
How are mummies' bodies handled? Are they based off another creature (e.g. "dwarf mummy", "human mummy", "slugman mummy") somehow or are they their own thing entirely? And how are the materials/tissues for them handled in either case (bandages? dessication?)?
Here's to hoping those bandages are flammable.
I went in there, took Teme from the coffin and put the body in my backpack. Obviously the defenses will need to be improved.One Day Later
I was arteried in the leg by a giant axe blade, then cursed with bad luck and boxed in the face by a mummy.
I read that bit and simply thought "Oh, he added traps." The issue with traps in adventure mode is that they can't be removed or modified. That wouldn't stop Toady from putting them in a site with a low distribution. The stricture against traps carrying over to adventure mode has always been in relation to player construction. Players build traps for sieges and a single character will get splattered or trapped quickly.I thought the issue with adventure mode traps was cages (or whatever ridiculous kitten powered machine players built) - there is no way to break out of a cage if you're caught in it. All the other traps are essentially a weapon attack which a highly skilled and geared adventurer can do something about.
A few axe blade or whatever traps scattered across a room isn't that horrific. It's actually fairly realistic when you think about it.
They can't be removed either, not by adventurers. So going to an old fort you built to defend against sieges, that's a one way trip through 3+ weapon attacks you have absolutely no choice about. Could end up lethal in Adventure Mode depending on what you built them out of.
So traps have always been functional in adventure mode, players just lack features in general to deal with them.
Succeeding at an observation skill check allowing you to bypass a trap without setting it off sounds very reasonable.^this
Angels!YES
Hi, and thanks for reading
SUMMARY of my question/argument:
Toady and Three Toe, what are your plans (short and longer term) for counter-forces to the whole undead menace? A sort of natural way to balance things out and prevent any necromancer or zombie virus to become semi-world-ruler easily except in extreme cases. Different levels of necromancy, and consequences to dabbling in the darkness stuffs that are difficult to deal with, even to experienced necromancers. Or magic-energy systems that balance things.
And how about forces of life and good and shite like that? I presume they should also play some significant roles.
The fullness of post here:
A bit vague, so let me elaborate: generally in story themes including undead (and in other games) undead may be raised 'naturally' because of evil areas or monoliths or certain kind of deaths, but rarely to be anything more than a small nuisance, not a coordinated menace. It takes a (great) necromancer to really terrify a civilization. But if the power to raise found corpses is unlimited, we have a problem, and undead overtaking the world could become boringly common. Basically, the power to raise undead (and that of viral spreading) I see as a force pushing in a certain direction. There should be plenty forces acting against it for balancing and interestingness' sake.
Some include (which I'd like to see elaborated on):[/spoiler]
- The knowledge of (more than just dabbling) necromancy is rare (seems to be covered)
- It takes some sort of energy or mana to perform it (and some individuals or races have a natural affinity with certain kinds of magic) which can be developed but must essentially be limited by some (preferrably natural-seeming) effect (like that an individual can channel only so much power w/out damaging themselves etc). This may cause some necromancers to grow greater than others as they discover deeper secrets.
- Along this vein, it should require 'energy' to sustain 'unnatural' undead somehow (so a necromancer or lich has a reach limited by his or her power for eg.)
- There are 'forces of light' at work. Priests and stuff doing holeh magicx0rz. Dieties of light intervening. Amulets. Hey how about plain sunlight being deadly to any undead creature not imbued with enough magic?
Specifically, I'm curious about your short-term/placeholder plans for things like these. Certainly, undead can't be allowed to run unbridled armok?
So generally, my rant is just that zombie apocalypse should be decidedly not the default state of things, and given the different forces and counter-forces at work to naturally balance things, rarely result from world gen. Cause after all, it's usually the living that do the interesting stuff like trading and mining and creating useless artifact scepters that weigh 53 kilograms.
Of course we still absolutely need these dangers to play a role in the game, but I think it would be less monotonous if they would for example be an almost non-existant threat in some regions of the world, and play a dangerous role in some others (instead of as with The Omnipresent Killer Bogeymen at the moment).
And of course, we all have that desire deep down; we all want to at least once try to survive in a zombie apocalypse world. So it would make a killer world-gen option!! ;)
Will the raised dead retain experience (skills) and attributes?
For example, will legendary fighters be more dangerous than others?
Yeah this update seems to be bloating over the borders of caravan arc, and I love it!
The caravan stuff never sounded too interesting, but this sounds like lots of fun!
Yeah this update seems to be bloating over the borders of caravan arc, and I love it!
The caravan stuff never sounded too interesting, but this sounds like lots of fun!
Yeah this update seems to be bloating over the borders of caravan arc, and I love it!
The caravan stuff never sounded too interesting, but this sounds like lots of fun!
well, it is a lot useful even if 'boring', because it will allow to create fortress in previously unsuitable areas.
Will the raised dead retain experience (skills) and attributes?
For example, will legendary fighters be more dangerous than others?
Judging by everything we've heard so far, the raised corpses/body parts have no connection to the mind/soul of the owner, therefore they won't (or at least shouldn't) have its skills.
They can't be removed either, not by adventurers. So going to an old fort you built to defend against sieges, that's a one way trip through 3+ weapon attacks you have absolutely no choice about. Could end up lethal in Adventure Mode depending on what you built them out of.
WINGED SEXY FERTILE FEMALES!Angels!YES
If there's a bad luck curse, there should be a luck stat.Who says there is not? But luck is such a fickle thing it might be better off hidden from the player.
...including the odd dwarf.
Yeah this update seems to be bloating over the borders of caravan arc, and I love it!
The caravan stuff never sounded too interesting, but this sounds like lots of fun!
well, it is a lot useful even if 'boring', because it will allow to create fortress in previously unsuitable areas.
But with more effort.
You might be able to order caravan of nothing but 100 Steel Bars, but if traders do not have demand for rock crafts or ex-goblin clothing or roasts, It you are going to be fairly screwed.
Imagine fort where you are forced to make furniture for export, for example - where you set up carpenter to make wooden furinture and encrust/stud/decorate hell of it.
Or fort where you actually export weapons/armor like real dwarf instead of seccond-hand clothing and snacks.
Quote from: devlog...including the odd dwarf.
Silly Toady, all dwarves are odd.
WINGED SEXY FERTILE FEMALES!Angels!YES
WINGED SEXY FERTILE FEMALES!Angels!YES
What are you talking about? angels are neuter.
WINGED SEXY FERTILE FEMALES!Angels!YES
What are you talking about? angels are neuter.
close enough
Roguelikes have a long history of allowing Players to encounter previous characters. Will the new undead mechanics include risen adventurers/retired adventurer tombs?
Roguelikes have a long history of allowing Players to encounter previous characters. Will the new undead mechanics include risen adventurers/retired adventurer tombs?
I dont think that tombs are going to be built after worldgen anytime soon.
Roguelikes have a long history of allowing Players to encounter previous characters. Will the new undead mechanics include risen adventurers/retired adventurer tombs?
I dont think that tombs are going to be built after worldgen anytime soon.
Might happen in Release 5, since that's when worldgen stuff is supposed to continue into play.
What other secrets aside from immortality and undead rising will there be in upcoming release?
Do you have any idea about how important other kinds of secrets will be in the future?
I've been following Future of the Fortress for a long time already, and I don't think it was(at least not a question phrased like this one).
Quote from: Osmosis JonesHave you settled on what these 'secrets' will allow? Would you pretty please be able to post a list (so, immortality, raising and binding undead, rapid healing, etc)?Quote from: CthulhuYou mentioned that new secrets will be able to be modded in on release. What kind of functionality on release are we looking at for that system? Will secrets be able to change attributes, give new body parts, or anything like that, or will it just be tags like [IMMORTAL] or whatever for now?
I'm not sure what all is going to be available yet. Partial changes to bodies (new parts etc.) are the most time-consuming and won't be included this time. Once we are through vampires I should have a better idea.
Quote from: zweiWill we be able to mod secrets to be known/used by appointed noble?
I, for example, would like to make "The Castle" series mod where ruler grants imortality to best-of-best (swordmaster, armorer ..., but also cook, doctor ...).Quote from: UristocratI've heard a lot of talk about "secrets" lately. Is the Dungeon Master's ability to tame exotic creatures also going to be one of these "secrets"?
It's possible to get sort of tech-treey with it, but I haven't done anything like that, and it's not set up to point to certain positions or to have positions confer any abilities on their own. The larger questions surrounding knowledge and technology have not been resolved.
The easiest way to prevent these situations it not allow them to arise in the first place. If dwarves (and animals... and caravans...) were disallowed to walk on trapped squares in fortress mode, players would have to have proper trap-free entrances that adventurers could look for.
No, you've got his idea wrong; he's saying that if traps were impassible to dwarves, there would have to be an entrance to the fortress left untrapped.QuoteThe easiest way to prevent these situations it not allow them to arise in the first place. If dwarves (and animals... and caravans...) were disallowed to walk on trapped squares in fortress mode, players would have to have proper trap-free entrances that adventurers could look for.
Just so I have this straight: the best way to deal with traps in adventure mode is to trap your fortresses with adventure mode in mind?
Yeah, that doesn't sound totally broken, or anything.
That's accessible to an adventurer later on but not to goblin ambushes and seiges?Upright spike traps should still work for an entrance like that. Since they require dwarfpower to operate I doubt they would be made impassable in that kind of scenario.
Expanding on this... in an odd sort of way I guess, will dead kings, under certain circumstances, rise up to avenge their tombs being looted? Say, if the king happened to simultaneously manage to be a major priest of the local God of Death, or otherwise be rendered capable of rising up to avenge himself (faithful necromancer subjects, certain burial methods, etc)?
Will an adventurer (in the coming release) be able to see (cage/weapon) traps before setting them off? Will the traps be visible after they have been set off (by the adventurer or otherwise)? Will Observer or any other current skill have any effect on trap detection? Are there plans to handle that with a new skill in a later release instead? I assume some sort of trap disarming skill is intended for a (far?) future release.
Will Dwarfs become more sophisticated in how they react to danger?
For example, that classic Dwarf Fortress situation where an unconscious troll several Z levels down manages to scare away everyone. Could that behaviour be altered? Perhaps you could make it even more !!FUN!! than before, by making Dwarfs naturally inclined to cluster around unconscious enemies and gawk. Forcing you to either kill the creature, get the crowds to move along, or accept what happens when an enemy wakes up surrounded by pointing children.
# Req444, FLEEING SOLDIER AI, (Future): Fleeing soldiers don't cope well with not being able to reach their exit location.
# Req569, BETTER TERRAIN ESCAPE, (Future): There is more that dwarves should be able to do while they are attempting to escape dangerous terrain, specifically in relation to running back and forth over squares they've already checked.
Roguelikes have a long history of allowing Players to encounter previous characters. Will the new undead mechanics include risen adventurers/retired adventurer tombs?
I dont think that tombs are going to be built after worldgen anytime soon.
Hi, and thanks for reading
SUMMARY of my question/argument:
Toady and Three Toe, what are your plans (short and longer term) for counter-forces to the whole undead menace? A sort of natural way to balance things out and prevent any necromancer or zombie virus to become semi-world-ruler easily except in extreme cases. Different levels of necromancy, and consequences to dabbling in the darkness stuffs that are difficult to deal with, even to experienced necromancers. Or magic-energy systems that balance things.
And how about forces of life and good and shite like that? I presume they should also play some significant roles.
The fullness of post here:Spoiler (click to show/hide)
Specifically, I'm curious about your short-term/placeholder plans for things like these. Certainly, undead can't be allowed to run unbridled armok?
So generally, my rant is just that zombie apocalypse should be decidedly not the default state of things, and given the different forces and counter-forces at work to naturally balance things, rarely result from world gen. Cause after all, it's usually the living that do the interesting stuff like trading and mining and creating useless artifact scepters that weigh 53 kilograms.
Of course we still absolutely need these dangers to play a role in the game, but I think it would be less monotonous if they would for example be an almost non-existant threat in some regions of the world, and play a dangerous role in some others (instead of as with The Omnipresent Killer Bogeymen at the moment).
And of course, we all have that desire deep down; we all want to at least once try to survive in a zombie apocalypse world. So it would make a killer world-gen option!! ;)
Yeah this update seems to be bloating over the borders of caravan arc, and I love it!
The caravan stuff never sounded too interesting, but this sounds like lots of fun!
Well the Caravan Arc gets us more realistic supply/demand economic activity, and all sorts of economic activity happening in-game post worldgen that we can see and interact with in Adventure mode(plus Fort Mode of course). This means lots of Fun! "economic" sounds boring...until you remember that "economic activity" basically means "all activity". Its the reasons that stuff happens in a real world. So with a dynamic in-game economy post-worldgen we go from a static world with a few canned quests and fake trade activity to a dynamic world that you can interact with and impact dynamically, while still being able to do the canned quests if you want. (though eventually I assume the goal is to not have any canned quests at all, ideally things to do should just arise automatically from out of the simulated game world without needing to be canned)
In Adventure Mode terms, when the Caravan Arc is done we get caravan raiding or protecting, trading(everything from running your own caravan to building up a world-spanning trade empire, big interesting towns/cities with tons of stuff to do in them, seeing NPC's actually do stuff as you move around in Adventure mode, buying and selling property(build up a real estate empire?), building your own locations, more sophisticated companions and hirelings etc. All the stuff from the Caravan Arc dev page.
Then later the 'Army Arc' gets the political entities in the game to actually start struggling for control over all of this, with we players getting to play a larger role in that stuff. I shiver at the possibilities.
Anyway I'm rambling, preaching to the choir here mostly I suppose ;) This was supposed to be a couple sentences and it grew out of control. I do get excited about the possibilities.
SLAYING SKELETONS MADE OF BONE!YESclose enoughWhat are you talking about? angels are neuter.WINGED SEXY FERTILE FEMALES!Angels!YES
And without a proper "coins generating-removable" mechanism, the inflation or deflation will happen very quickly, and currency system won't be stable.Sure you cannot have truly 'stable' systems (and even current sophisticated system does not work, as indicated by 2008), but back in old days of silver/gold standards it was 'stable enough' without such recycle mechanisms, as amount of currency was limited by amount of silver/gold, which were value by itself.
And without a proper "coins generating-removable" mechanism, the inflation or deflation will happen very quickly, and currency system won't be stable.Sure you cannot have truly 'stable' systems (and even current sophisticated system does not work, as indicated by 2008), but back in old days of silver/gold standards it was 'stable enough' without such recycle mechanisms, as amount of currency was limited by amount of silver/gold, which were value by itself.
And without a proper "coins generating-removable" mechanism, the inflation or deflation will happen very quickly, and currency system won't be stable.Sure you cannot have truly 'stable' systems (and even current sophisticated system does not work, as indicated by 2008), but back in old days of silver/gold standards it was 'stable enough' without such recycle mechanisms, as amount of currency was limited by amount of silver/gold, which were value by itself.
And without a proper "coins generating-removable" mechanism, the inflation or deflation will happen very quickly, and currency system won't be stable.Sure you cannot have truly 'stable' systems (and even current sophisticated system does not work, as indicated by 2008), but back in old days of silver/gold standards it was 'stable enough' without such recycle mechanisms, as amount of currency was limited by amount of silver/gold, which were value by itself.
Since the game has an absolute value tracking mechanism, I don't think we're going to need to worry too much about real-world style economic problems... Essentially, 'dwarfbucks' -are- the gold standard. And dedication to realism is awesome, but frankly, in order to get the system to function, Toady will almost certainly have to throw in some kind of meta-gameworld controls. Dragons/other invaders interested in wealth but unlikely to trade are certainly an excellent sort of control... But that could be too limited to rely on exclusively. It makes sense for controlling gold or mineral wealth, but what about the market being flooded with high-quality roasts? Or cabinets?
Engraved on the wall is an image of a group of humans and a large group of humans. The large group of humans are lynching the humans. The artwork relates to the lynching of bankers across the world in the year 2008.hah!
Engraved on the wall is an image of a group of humans and a large group of humans. The large group of humans are lynching the humans. The artwork relates to the lynching of bankers across the world in the year 2008.hah!
Never happened, those bankers just doubled their bonusses
Urist McBanker has mandated the construction of certain goods.
( Mint Fairy-dust coins 0/12002509723575697236 )
Urist McLowly cancels Mint Fairy-dust coins: job item lost or misplaced
A section of the economy has collapsed!
Urist McSEC cancels Beat Criminal: Criminal Too Big to Fail
In either Adventurer or Fortress mode, can necromancers re-animate dead on-the-go? What's the expected range of a necromancer's influence to reanimate the dead, is it simply unlimited range, line-of-sight limited, or trigger-based like that story with the figurine?We have devlogs of a necromancer animating a slain dog, necromancers in arena mode animating "buddy" parts, and a mummy animating her retainers and an adventurer. It certainly sounds that this will happen. Range and line of sight appear to depend on the secret provided to the necromancer/the animating force of the mummy, according to Toady's recent answers.
In fortress mode, will dwarves get thoughts about having to deal with undead creatures they knew in another lifetime?
Quote from: piecewise1. What about necromancers will allow them to raise things? Will they make some sort of magic object which simply raises any dead in the area? Will they use some sort of nebulous power thats inherent to them? Will they be somehow able to raise themselves if they die, such as a Lich.
1. They learn the secret, and then they can do it at will. Magicky system type stuff like costs/conditions etc. will be put on over time. All I have now is whether or not it needs a line of sight and a range.
To avoid crossing various streams, animated corpses now keep track of the historical figure that was the source of the raised body, even though the historical figure's soul is detached from it (and available for ghostage). So relatives can still be properly horrified by a raised body without it actually being the person in question, and they might be haunted at the same time, oddly enough, provided that evil region animation continues to have nothing to do with the soul stuff.
-- 7th economics essay in as many posts ---
Wait.. what? Economics and currency standard discussions? Didn't Threetoe just post about freaking-weredwarves not 12 hours ago??
Ah, some weretrolling spotted...-- 7th economics essay in as many posts ---
Go easy there, counting, you've already participated in and started a separate thread on economics in the Suggestions forum, there is no need to bring that discussion here for the time being. Try to stay with the general comment, chat, question regarding the dev log format in Future of the Fortress... Suggestions forum is for just that, and unfortunately Bay 12 doesn't have a mistake-ridden-essay section yet, but you can always hope :)
Back on track... Footkerchief said that the old adventurers could become zombies... in Fortress mode how hostile shall non-infected Dwarves behave towards their lycanthropic brethren? I think, unlike zombie dwarves, weredwarves should stand of chance of achieving social integration, kind of like in Buffy, or Chopper from One Piece; would make for an awesome military.
edit - the nonsenseness of a "weredwarf" has just struck me... if "were" is the old germanic/saxon for "man", what is the old germanic for dwarf?
edit - the nonsenseness of a "weredwarf" has just struck me... if "were" is the old germanic/saxon for "man", what is the old germanic for dwarf?
edit - the nonsenseness of a "weredwarf" has just struck me... if "were" is the old germanic/saxon for "man", what is the old germanic for dwarf?
I think with would be dweorwolf then? Or in this case, dweorcapybara? You'll note that "wolf" isn't in old english. It's "Base Creature in Old English-Other Creature in Modern English".
I don't think the "-wolf" in "werewolf" would have ended up looking the same as ME "wolf" if the words weren't already cognate (OE word is "wulf")...
Dwerewolf is easier to remember, and Dweorwolf would't be such a clear indicator of what it it.
And for elves, the word was aelf or ylfe. I'd recommend shortening to ael-, so aelwolf.
Will Dwarfs become more sophisticated in how they react to danger?
For example, that classic Dwarf Fortress situation where an unconscious troll several Z levels down manages to scare away everyone. Could that behaviour be altered? Perhaps you could make it even more !!FUN!! than before, by making Dwarfs naturally inclined to cluster around unconscious enemies and gawk. Forcing you to either kill the creature, get the crowds to move along, or accept what happens when an enemy wakes up surrounded by pointing children.
Will Dwarfs become more sophisticated in how they react to danger?
For example, that classic Dwarf Fortress situation where an unconscious troll several Z levels down manages to scare away everyone. Could that behaviour be altered? Perhaps you could make it even more !!FUN!! than before, by making Dwarfs naturally inclined to cluster around unconscious enemies and gawk. Forcing you to either kill the creature, get the crowds to move along, or accept what happens when an enemy wakes up surrounded by pointing children.
This comment hasn't gotten enough love IMO. Placing onesself in harm's way is an integral part of the dwarven psyche. Given the amount of hideous mutilation that goes on in most forts it seems like there would be plentiful opportunity for rubbernecking.
With the addition of more were-animals, how will the aboveground animalmen be handled? We already have capybara men running around... would they be replaced by the were-byras? Or be handled as as separate case? Maybe they're groups of related were-critters that are trying to carve out some primitive form of society in the middle of the savage wilderness away from society... Just brainstorming. I always felt like the above-world Tigermen and whatnot needed some more fleshing out, and maybe forming simple settlements like the subterranean races do.
With the addition of more were-animals, how will the aboveground animalmen be handled? We already have capybara men running around... would they be replaced by the were-byras? Or be handled as as separate case? Maybe they're groups of related were-critters that are trying to carve out some primitive form of society in the middle of the savage wilderness away from society... Just brainstorming. I always felt like the above-world Tigermen and whatnot needed some more fleshing out, and maybe forming simple settlements like the subterranean races do.
But a werewolf is different to a wolfman. As a weretiger is to a tigerman. It does beg the question, what is a weretigerman?
I think DF's approach to lycans will be the mithological one - lycans will change forms from their humanoid to animal forms (and back from animal to humanoid), but not to the form in-between. It is just a guess, though.
With the addition of more were-animals, how will the aboveground animalmen be handled? We already have capybara men running around... would they be replaced by the were-byras? Or be handled as as separate case? Maybe they're groups of related were-critters that are trying to carve out some primitive form of society in the middle of the savage wilderness away from society... Just brainstorming. I always felt like the above-world Tigermen and whatnot needed some more fleshing out, and maybe forming simple settlements like the subterranean races do.
But a werewolf is different to a wolfman. As a weretiger is to a tigerman. It does beg the question, what is a weretigerman?
A Weretigerman is essentially a Human and Tigerman.
There is no real indication that the animalmen are even related to human beings.
Essentially a Tiger is to a Tigerman is what an Ape would be to a human being. Related but not the same.
surface animalmen are clearly defined in df, they are animals "blessed" into humanoidness by the spirit of the forest. i'm guessing wereanimals are humanoids cursed into animalness by the evil spirits of evil regions
surface animalmen are clearly defined in df, they are animals "blessed" into humanoidness by the spirit of the forest. i'm guessing wereanimals are humanoids cursed into animalness by the evil spirits of evil regionsyes,but are the ALWAYS animals? or only during full moon or sth?
A Weretigerman is essentially a Human and Tigerman.
There is no real indication that the animalmen are even related to human beings.
Essentially a Tiger is to a Tigerman is what an Ape would be to a human being. Related but not the same.
Except that an ape is vaguely humanoid while a tiger is not.
surface animalmen are clearly defined in df, they are animals "blessed" into humanoidness by the spirit of the forest. i'm guessing wereanimals are humanoids cursed into animalness by the evil spirits of evil regions
surface animalmen are clearly defined in df, they are animals "blessed" into humanoidness by the spirit of the forest. i'm guessing wereanimals are humanoids cursed into animalness by the evil spirits of evil regions
Where? I've never seen that before.
threetoes's root. apparently my guess about wereanimals was off, thoughRoot is just one story that may become possible in the future, but that doesn't mean that it will be the only origin possible for animalmen.
Are you kidding ? The chance to destroy half the world with the body of a terrifying wambler ? I would gladly go with that only for the mental pictures.You'd need someone to throw you, though.
Randomly generated wereforms. Awesome.
"stay back! On the full moon of each month I turn into a... "
"A what!?"
"A WERE-PLUMP-HELMET-MAN!"
DUN DUN DDDDUUUUHHHNNNNNNN!
Will getting cursed for desecrating a temple bestow immortality on the defiler? Otherwise, I don't expect to see many of the werebeasts around in adventure mode. Well, not unless they breed more of themselves somehow.
And victims of their victims and so on, I hopeWill getting cursed for desecrating a temple bestow immortality on the defiler? Otherwise, I don't expect to see many of the werebeasts around in adventure mode. Well, not unless they breed more of themselves somehow.
Well the idea is that desecrating temples is the way the curse gets into the world. From there the Lycanthropes should be able to spread the curse to their victims.
I definitely like the idea of divines having more (any) influence on the world.
It would seem fitting for gods to occasionally "bless" people with benign mutations as well... the people of this town all have a faint yellow aura, being decedents of Krobarr, Slayer of Heed, the Crab of Death.
So far with this release, apart of occasional bugfixes we have:
- Better Towns
- Dungeons, Sewers, Catacombs and aboveground Graveyards (..or just big Tombs for crowned heads?)
- Improved undead
- Secrets and Curses (Necromancy, Shape-shifting) In other words "Baby Magic System"
...
I have a feeling that there is something more to add to that list... hmmm...
There's already so much going for this update and, as great as every single new thing added at this alarming rate is, I really just want to be able to play it already! Hopefully vampires will be a one day thing like the lycanthropes so the town structures can be fully finished. So much more content to play with. I just can't wait any longer!
There's already so much going for this update and, as great as every single new thing added at this alarming rate is, I really just want to be able to play it already! Hopefully vampires will be a one day thing like the lycanthropes so the town structures can be fully finished. So much more content to play with. I just can't wait any longer!
Yeah I am really excited about the new Towns/Cities. Imagine as we get further into the Caravan Arc and theres are inns/taverns/manors/temples/palaces, , etc, in addition to the sewers/dungeons/cataboms below. Ability to buy/sales/rent property, hire NPC's to do thing, etc.
And all the NPC's visibly moving around and doing stuff, etc.
Ok, getting ahead of myself, I'll just take the better towns layouts for now ;)
There's already so much going for this update and, as great as every single new thing added at this alarming rate is, I really just want to be able to play it already! Hopefully vampires will be a one day thing like the lycanthropes so the town structures can be fully finished. So much more content to play with. I just can't wait any longer!
Yeah I am really excited about the new Towns/Cities. Imagine as we get further into the Caravan Arc and theres are inns/taverns/manors/temples/palaces, , etc, in addition to the sewers/dungeons/cataboms below. Ability to buy/sales/rent property, hire NPC's to do thing, etc.
And all the NPC's visibly moving around and doing stuff, etc.
Ok, getting ahead of myself, I'll just take the better towns layouts for now ;)
Well remember right now we have very little ability to even find these places.
Actually I wouldn't mind a "Far view" for Adventure mode when your in a city...
Randomly generated wereforms. Awesome.
"stay back! On the full moon of each month I turn into a... "
"A what!?"
"A WERE-PLUMP-HELMET-MAN!"
DUN DUN DDDDUUUUHHHNNNNNNN!
I definitely like the idea of divines having more (any) influence on the world.
It would seem fitting for gods to occasionally "bless" people with benign mutations as well... the people of this town all have a faint yellow aura, being decedents of Krobarr, Slayer of Heed, the Crab of Death.
Well we now know that during worldgen the Gods will...
1) Occasionally offer the _secret_ of immortality/necromancy to historical figures who are seeking those secrets
2) Occasionally _curse_ historical figures who "profane" their temples, turning them into were-creatures.
Presumably each of these things will/can be done by gods tied to certain spheres. And for now these things may only be occurring in worldgen.
The wereskunk, immortal, went on to terrorize various townspeople and villagers for 150 years and still lurks off in a lair someplace.
Randomly generated wereforms. Awesome.
"stay back! On the full moon of each month I turn into a... "
"A what!?"
"A WERE-PLUMP-HELMET-MAN!"
DUN DUN DDDDUUUUHHHNNNNNNN!
All these were-creatures, eating the people. When you become a were-plump-helmet-man, people eat you!!!
So turning into a were-person turns you immortal. interesting.
The word you are looking for is "STINKS". :o :DQuote from: Dev LogThe wereskunk, immortal, went on to terrorize various townspeople and villagers for 150 years and still lurks off in a lair someplace.
This is probably the only were-combination I never thought of before. I mean as far as curses go, this one... :-\ maybe I shouldn't say it. A bit too easy. :-X
Either way, I wonder if the game creates the were-creatures from the entire list of creatures or does it cull out some. Like Weredragons or werebronze colossus. A weredwarf might also be strange (not a dwarf that is inflicted with werecreature curse, but a human that turns into a dwarf as his curse).Those are some good points. If it does not cull out some were-choices, then some humanoids (possibly an adventurer PC) will be blessed with some powerful wereforms or they might be cursed will some really bad were forms. There are a lot of small, weakling animals in the raws. Imagine if the player's character in Adventure Mode was afflicted with "Were-Rainbow-Trout" ? :o Not only might the character be stranded, due to lack of water, but they'd be a laughingstock. And they'd probably get mauled to death and eaten by a family of hungry bears real quick!
The wereskunk, immortal, went on to terrorize various townspeople and villagers for 150 years and still lurks off in a lair someplace.
So turning into a were-person turns you immortal. interesting.
In some mythology this is somewhat accurate.
Sometimes the immortality was part of the punishment.
I can't wait until populations are more extrapolated then they currently are.
There are many immortals in DF already. So many that it is not even special
of all problems, I don't think that a weredragon would have the problem of cooked meals. not the cooking part, at least.
dragons and giants make fine immortals in my book, and so does the first wereskunk, the immortal mother of all wereskunk-kin, and the stinkiest of them all, the mere mention of her name is enough to nauseate a person, and is usually spoken of in euphemisms. in my book, the first werecreature of it's kind should afford a special status, but the converted victims should be far weaker and far more mortal.Goblins have a natural lifespan. It's just bounded by murder--nothing more natural to goblins than murdering.
i do have problems with immortals that breed like rabbits, like elves and goblins. i could live with elves being immortal, if a bit scarcer and awesomer, after all, immortality gives you enough time to train all your skills to legendary plus infinite, and i wouldn't mind immortal goblins as mischievous spirit-like creatures that live solitary lives in magical forests and old abandoned towers, that hoard treasures and murder unprepared travelers, but i cannot live without hordes of generic baddies to slaughter, and i cannot swallow the idea that a creature that exists to feed experience to my soldiers and raw materials to my bonecrafters of dubious ethics has the potential to live for a thousand years and watch the dawn and fall of ages
that all of this is based on personal opinions is obvious, and luckilly, generally very modable
Great now Skunk People are going to sexually harass our cats.
Great now Skunk People are going to sexually harass our cats.
I assume that is what Toady meant by "terrorize the townspeople"
I hope we get some chance to interact in other ways with the weres in terms of healing them or helping them if they come to terms with theyr were-ness and dont harass others.What about interacting with the vampires and being accepted into their society, culminating in a ritualised passing on of the blessing? I mean, I personally would find becoming a vampire desirable because I WANT MY SPARKLES DAMNIT. GIVE THEM TO ME NOW.
This has probably been asked before so no green text, but will we see proper regeneration with the new update like growing back limbs and stuff? Would fit for were-creatures from my point of view. They wouldn't be complete without it. 8)
This has probably been asked before so no green text, but will we see proper regeneration with the new update like growing back limbs and stuff? Would fit for were-creatures from my point of view. They wouldn't be complete without it. 8)
Would a dragon even care? "Blargle nom nom, flesh is good, what, Garlic Mashed Potatoes? I can't even digest that, who is trying to gum up my works?"
I asked it twice with a bit different questions, and I think somebody else asked it as well.
Would a dragon even care? "Blargle nom nom, flesh is good, what, Garlic Mashed Potatoes? I can't even digest that, who is trying to gum up my works?"
If you were born a dragon or if your mind became that of a dragon after transforming... Yeah
If you were a human or dwarf (I don't think a uncooked diet would affect Elves... and Goblins don't eat for nutriance) it would be pretty poor.
I personally have to wonder what the ramifications and implications are of goblins not eating. What's to stop them from severe population explosion?
I personally have to wonder what the ramifications and implications are of goblins not eating. What's to stop them from severe population explosion?
Nothing really... Though currently what stops goblins from population exploding is constant infighting.
I personally have to wonder what the ramifications and implications are of goblins not eating. What's to stop them from severe population explosion?
Nothing really... Though currently what stops goblins from population exploding is constant infighting.
But the population obviously does rise to some degree; what's the limiting factor? What factors increase or decrease such that the population grows to a certain equilibrium and then stops?
Maybe their breeding coefficient is so low that anything basically keeps them in check.
Quote from: stolideIf someone with a secret dies, and then they are raised, do they still know the secret? For example, if one necromancer kills another, and decides to raise his fallen enemy, does the newly undead necromancer maintain his ability to raise more undead?Quote from: James.DenholmTo expand on this a little, what happens to the soul on re-animation?
Because I just love runnin' the questionmobile, to expand on that further: Will there be methods of necromancy or other magic that will/will not bring back the soul? What about partially bringing back the soul, both through a "copy" (for example, zombie with skills but not memories, assuming skills are in the soul) and through weakly linking to the actual soul (as above, but upon seeing his daughter it all comes flooding back to him and he turns his rusty sword on his master instead of participating in the village sacking, saving everyone and leading to a fairly awkward family reunion on account of his badly rotted face). PowerGoal 177 was a wife being dumped in the sewers and then rising to seek revenge on her murdering husband - is that still the idea? Will it be possible for necromancers to mix and match souls and bodies?
Will all the secrets be big, special things like raising the dead, or will there eventually be less large secrets, such as the secret of making a musical instrument or how to cook something special?
Do necromancers/secret-knowers take on acolytes or apprentices and further their knowledge and/or fortress conquering agenda?
Does this mean that, instead of just "Peasant" "Hero" and "Demigod", we might be able to start out selecting "Priest" or "Fortuneteller" or whatever job produces this information? Or is this going to be a set of skills that anyone can train?
How will the monument will be placed? Will there be stuff like valleys filled with Monuments or fields with grave-mounts respective whatever exists.
Also will there be political stuff around the "grave-sites" like starting a war with someone because they "disturbed the dead" from the builders pov.
What part of the next update are you most excited about?
Can a severed 'buddy part' be reanimated if its original owner is still alive?
Quote from: LordinquisitorAfter reading the devlog update about raiding tombs i began to wonder whether tombs can be raided during worldgen, by Bandits for example. I think it would be pretty neat to find a empty tomb from time to time, it`s riches stored in the camp of some Bandits. I also think that finding and returning part of the treasures of a dead king might be a interesting quest.Quote from: Deimos56Expanding on this... in an odd sort of way I guess, will dead kings, under certain circumstances, rise up to avenge their tombs being looted? Say, if the king happened to simultaneously manage to be a major priest of the local God of Death, or otherwise be rendered capable of rising up to avenge himself (faithful necromancer subjects, certain burial methods, etc)?
1. How exactly does "bad luck" work? Does it bias the RNG towards numbers that are bad for the victim?
2. Will modders be able to attach their own curses/interactions to evil biomes, or will evil biomes be hardcoded to only use the "re-animate" interaction?
Will an adventurer (in the coming release) be able to see (cage/weapon) traps before setting them off? Will the traps be visible after they have been set off (by the adventurer or otherwise)? Will Observer or any other current skill have any effect on trap detection? Are there plans to handle that with a new skill in a later release instead? I assume some sort of trap disarming skill is intended for a (far?) future release.
How are mummies' bodies handled? Are they based off another creature (e.g. "dwarf mummy", "human mummy", "slugman mummy") somehow or are they their own thing entirely? And how are the materials/tissues for them handled in either case (bandages? dessication?)?
I take it that since stealing from graves is encouraged, adventurers will not be as prone to civilization-wide exile for such crimes?
Will the raised dead retain experience (skills) and attributes?
For example, will legendary fighters be more dangerous than others?
Will the raised dead have equipment?
Obviously creatures that die in game 'drop' their gear, but will they try to pick it up if raised? Will they seek out their favourite axe/sword? Will necromancers equip their armies before they lay seige (or are besieged/adventure'd)?
Toady and Three Toe, what are your plans (short and longer term) for counter-forces to the whole undead menace? A sort of natural way to balance things out and prevent any necromancer or zombie virus to become semi-world-ruler easily except in extreme cases. Different levels of necromancy, and consequences to dabbling in the darkness stuffs that are difficult to deal with, even to experienced necromancers. Or magic-energy systems that balance things.
And how about forces of life and good and shite like that? I presume they should also play some significant roles.
Specifically, I'm curious about your short-term/placeholder plans for things like these. Certainly, undead can't be allowed to run unbridled armok?
Will Dwarfs become more sophisticated in how they react to danger?
Roguelikes have a long history of allowing Players to encounter previous characters. Will the new undead mechanics include risen adventurers/retired adventurer tombs?
In either Adventurer or Fortress mode, can necromancers re-animate dead on-the-go? What's the expected range of a necromancer's influence to reanimate the dead, is it simply unlimited range, line-of-sight limited, or trigger-based like that story with the figurine?
In fortress mode, will dwarves get thoughts about having to deal with undead creatures they knew in another lifetime?
are there any plan to put major economical events in the world available for browsing in the legend mode (or as engraving and such, for that matter)
Were-critters involve temporary transformations into different creatures, with at least a tail being added to the body in most cases and lost upon turning back. Does this mean that natural metamorphosis will be available? Things like tadpoles gaining legs and losing tails when they change into frogs or mantis nymphs gaining wings as they become adults.
in Fortress mode how hostile shall non-infected Dwarves behave towards their lycanthropic brethren?
With the addition of more were-animals, how will the aboveground animalmen be handled? We already have capybara men running around... would they be replaced by the were-byras? Or be handled as as separate case?
Can weres-somethings breed with each other respecktive theyr former spouses or do they do they do it like the hags etc. and turn someone? Also how fast is the change and when will the infected person realisize that s/he is cursed? Can they control there power/were-form (maybe depending on theyr willpower)? Will they have a chance to get cured?
Will getting cursed for desecrating a temple bestow immortality on the defiler? Otherwise, I don't expect to see many of the werebeasts around in adventure mode. Well, not unless they breed more of themselves somehow.
Are/will gods have a preference for certain curses interactions, or be more or less likely to bestow an interaction at all? Are gods going to receive personality traits like people? If so, when?
Quote from: EmeraldWindAssuming the werecreatures are randomly picked from the normal creature raws, are there any creatures that are excluded from being picked for the curse? For instance, megabeasts, inorganic creatures, or civilized creatures.Quote from: Knight OtuAre the wereforms taken from the same list as other random creatures, from existing creatures, or both?
So Toady with gods giving curses, does this mean that more active or at least flavorful gods are not so far away?
Quote from: NeoskelWere-critters involve temporary transformations into different creatures, with at least a tail being added to the body in most cases and lost upon turning back. Does this mean that natural metamorphosis will be available? Things like tadpoles gaining legs and losing tails when they change into frogs or mantis nymphs gaining wings as they become adults.
It'll start to lay some of the groundwork for that, but I'm not going to jump into that just yet. Wounds don't need to be preserved as much, and there isn't anything gradual about it, so it's easier to do the werebeasts.
Quote from: NeoskelWere-critters involve temporary transformations into different creatures, with at least a tail being added to the body in most cases and lost upon turning back. Does this mean that natural metamorphosis will be available? Things like tadpoles gaining legs and losing tails when they change into frogs or mantis nymphs gaining wings as they become adults.
It'll start to lay some of the groundwork for that, but I'm not going to jump into that just yet. Wounds don't need to be preserved as much, and there isn't anything gradual about it, so it's easier to do the werebeasts.
So does this mean that more drastic complete metamorphosis such as Caterpillar->Chrysalis->Butterfly could be in (or just easier to do later)? Wounds wouldn't really matter since the larva stage is pretty much completely melted down and formed into the adult stage in the pupal stage. Of course this raises the issue of them leaving behind the pupal 'case' upon emerging.
On that note, are there any plans in the future for creatures to shed their skin/carapace and leave it behind as an object? Some depictions of were-critters have them tear off their skin when they transform and it would be interesting to collect dragon skin/scales without having to kill a dragon.
I can see it now, dragon skin farms. get some dragon eggs, hatch them and collect the skins/scales they shed as they grow. Expensive leather AND you get to keep your dragons. :o
contagious ware-beasts in fortress mode. Toady does indeed understand his player base. Magma flooding rooms will now be a necessity for any fort wanting to avoid an epidemic.
Quote from: hermesin Fortress mode how hostile shall non-infected Dwarves behave towards their lycanthropic brethren?
When they are going nuts, I expect it will end with mutual violence. When they aren't nuts, the dwarves won't know or care at first. After the first transformation, if the dwarf somehow goes through it without being in a fight, I imagine that will continue. If the dwarf attacks somebody as a werebeast and then changes back, I think the fight will continue due to the enemy status that comes into play, hopefully avoiding any civil war bug issues.
Will the player be able to form their own custom organisations in play? Perhaps not in the immediate future but eventually. Or would something like an inquisition have to be defined in entity raws? How would one dynamically assign responsibilities and possibly law exemptions to them? Would it be possible for such an organisation to attempt to seize the power for themselves?
Fortress Subgroups
* Skilled dwarves should form guilds
* Dwarves with similar religious views should formally associate at times
* Guilds and sects should be able to make demands for meeting halls, temples, specific furniture or the resources and time to prepare their own furniture, statues of specific gods throughout the fortress, etc.
* Dwarves that have grudges or personal altercations should be able to drag their groups into it
* Removal of guild dwarves from their professions should result in trouble between the guild and the currently appointed manager/leader
* Various benefits to having a well developed guild or sect are under consideration
Quote from: RCIXWill i be able to define my guilds? Because i'd honestly like those to match up with my generalized dwarf labor plans, and not have infighting among, for instance, Crafters because they share different guilds and happened to get into a brawl.
One of the ideas was to give dwarves some freedom to associate as they like and to make more use of their friends, families and grudges so there is some push and pull. Turning off infighting would be a possibility, although hopefully it won't need to come to that. I'm not quite sure what your situation is (things like lots of miner-craftsdwarf dwarves? or just different craft combinations?), but it'll be good to go into some specific examples and see what sorts of situations will arise. We're sure the guild/religion/etc subgroup mechanism will add a lot to the game, but we haven't charted the exact path yet, and we'll be proceeding cautiously when we get there. The idea certainly isn't to add a strictly annoying burden (like a new shell mandate), but to provide emerging challenges, more atmosphere and more things to do.
Quote from: ReeseToady, is it possible we might see insurance or mutual aid societies in the future, where dwarfs can get together and help each other pay for expensive things (like, say better off family members allowing their poorer relatives to use their accounts or a group of farmers pooling their money to help pay the medical costs of an injured farmer)
The first step for that kind of thing would be having more subgroups in the fortress, which is definitely going to happen. It should make the game more interesting. After that, it'll really depend on how the subgroups work. The largest groups like civilizations don't even do projects outside of world gen, and even then they don't involve any kind of resource pooling. As that stuff is handled, whatever subgroups that go in might see some automatic benefits, but it'll depend on how it works.
So does this mean that more drastic complete metamorphosis such as Caterpillar->Chrysalis->Butterfly could be in (or just easier to do later)? Wounds wouldn't really matter since the larva stage is pretty much completely melted down and formed into the adult stage in the pupal stage. Of course this raises the issue of them leaving behind the pupal 'case' upon emerging.
On that note, are there any plans in the future for creatures to shed their skin/carapace and leave it behind as an object? Some depictions of were-critters have them tear off their skin when they transform and it would be interesting to collect dragon skin/scales without having to kill a dragon.
I'm for it of course, but I have no timeline.
can we start talking to gods at last?
Quote from: tHe_silent_HWill adventures be able to learn these new "secrets"?
It comes down to adding an interface to it, pretty much, and supporting any special interactions that might take some care when coming from the player. Ideally if you can turn into some sort of night creature, you'd get all of its powers and get to keep playing, but the use of interactions is exactly the problem with allowing the player to do that. We'll see what the breadth of interactions ends up being. It could end up being pretty straightforward to do.
QuoteQuote from: Heph
How will the monument will be placed? Will there be stuff like valleys filled with Monuments or fields with grave-mounts respective whatever exists.
Also will there be political stuff around the "grave-sites" like starting a war with someone because they "disturbed the dead" from the builders pov.
There are monument sites, then it puts monuments in them, occasionally branching out to a new site. The overall boundaries of the site grows the more monuments it gets. There isn't any political stuff yet, but it's certainly reasonable.
oh, if only we had a suggestion forum...
For instance, I misplaced a few lines of code and all of the castle guards ended up switching genders and getting entirely new appearances ten times per step.
I wonder what will happen if a wereskunk gets bitten by a werewolf. Will they turn into full werewolfs, will they become wereskunkwolfs, will they be immune to the werewolf curse or will they periodically transform between their human, werewolf and wereskunk forms?I think DF would treat it like other games that have multiple types of lycanthropes: Once a humanoid is cursed with one form of lycanthropy, then they'd be immune to all other were-curses. I would imagine that limitation fits with mythology, too.
But the population obviously does rise to some degree; what's the limiting factor?... [snip]More infighting?
Well currently it is because of the magical population limit
Maybe there's a point where they just can't stand each other's shit and infighting turns into all out civil war. Maybe at a certain threshold where they break off and form new cities.Or, maybe the current system of Goblins being immortal and having no food requirement is a desperate workaround for a badly flawed system and some of us are reaching to make it sound plausible in-game?
Maybe their constant war with Dorfs and Humans keeps the population down.
That's just... so backwards! By everything written in fiction and mythology, the goblins should be the ones who breed like crazy and have horrendous, constant infighting. And the elves (again, according to fiction and mythology) should be mostly civilized, with infighting being almost unheard of, and should breed very slowly in comparison.Maybe their breeding coefficient is so low that anything basically keeps them in check.
Actually Elves have a lower breeding coefficiant and breed like crazy relative to the goblins.
Their infighting is so horrible that usually by the time they have forces capable of doing anything... even the Dwarves have larger (and much stronger) armies.
I know goblins will always be immortal though (and I will always put [MAXAGE:120] on their raws).I still have hope that goblins won't always be immortal and they will eventually be given some sort of food requirement. Also, I think I will start adding [MAXAGE:120] to the goblins in my games as well.
Spoiler (click to show/hide)Spoiler (click to show/hide)Or, maybe the current system of Goblins being immortal and having no food requirement is a desperate workaround for a badly flawed system and some of us are reaching to make it sound plausible in-game?Spoiler (click to show/hide)
Do you realize that, even after all the bug fixing, Kobolds still die off during world-gen due to starvation? The whole food requirements (and especially grazing values) are in desperate need of rebalancing. It's not game-breakingly bad, but it is pretty bad.
(...)I still have hope that goblins won't always be immortal and they will eventually be given some sort of food requirement. Also, I think I will start adding [MAXAGE:120] to the goblins in my games as well.Spoiler (click to show/hide)
uh... i think you're misunderstanding neonivek here. in that second part he's talking about the goblins...That's just... so backwards! By everything written in fiction and mythology, the goblins should be the ones who breed like crazy and have horrendous, constant infighting. And the elves (again, according to fiction and mythology) should be mostly civilized, with infighting being almost unheard of, and should breed very slowly in comparison.Spoiler (click to show/hide)Spoiler (click to show/hide)
... everything written in fiction and mythology ...nope. tolkien invented the modern conception of goblins, folklore never described them like you're picturing them, and before tolkien turned them into a weak version of his orcs they were pretty powerful evil spirits or fairies... if toady wants them to be closer to the original goblins they should probably be a more fearsome foe with magical properties, and should have some exotic means of breeding... see all those babies they kidnap? they're the goblins of tomorrow
Is anybody else having trouble getting to the devlog recently? I'm accessing bay12forums just fine, but bay12games only really intermittently.it's working alright for me
if toady wants them to be closer to the original goblins they should probably be a more fearsome foe with magical properties, and should have some exotic means of breeding... see all those babies they kidnap? they're the goblins of tomorrow
nope. tolkien invented the modern conception of goblins, folklore never described them like you're picturing them, and before tolkien turned them into a weak version of his orcs they were pretty powerful evil spirits or fairies... if toady wants them to be closer to the original goblins they should probably be a more fearsome foe with magical properties, and should have some exotic means of breeding... see all those babies they kidnap? they're the goblins of tomorrowPlus even Tolkien's orcs (orc and goblin are synonyms dammit *goes off to tilt at a windmill*) were corrupted elves, and were at least long-lived; as far as I know there's no evidence for them being mortal beyond how cheap everyone considers their lives to be. Personally I love the idea of a creature that is technically immortal but that lives a sufficiently violent life that few if any of them will actually live much longer than a human being.
I wonder what will happen if a wereskunk gets bitten by a werewolf. Will they turn into full werewolfs, will they become wereskunkwolfs, will they be immune to the werewolf curse or will they periodically transform between their human, werewolf and wereskunk forms?I think DF would treat it like other games that have multiple types of lycanthropes: Once a humanoid is cursed with one form of lycanthropy, then they'd be immune to all other were-curses. I would imagine that limitation fits with mythology, too.
That's just... so backwards! By everything written in fiction and mythology, the goblins should be the ones who breed like crazy and have horrendous, constant infighting. And the elves (again, according to fiction and mythology) should be mostly civilized, with infighting being almost unheard of, and should breed very slowly in comparison.
nope. tolkien invented the modern conception of goblins, folklore never described them like you're picturing them, and before tolkien turned them into a weak version of his orcs they were pretty powerful evil spirits or fairies... if toady wants them to be closer to the original goblins they should probably be a more fearsome foe with magical properties, and should have some exotic means of breeding... see all those babies they kidnap? they're the goblins of tomorrowPlus even Tolkien's orcs (orc and goblin are synonyms dammit *goes off to tilt at a windmill*) were corrupted elves, and were at least long-lived; as far as I know there's no evidence for them being mortal beyond how cheap everyone considers their lives to be. Personally I love the idea of a creature that is technically immortal but that lives a sufficiently violent life that few if any of them will actually live much longer than a human being.
I'll agree that there is a disjunct in them being less zerglike than the elves, but the problem there is with the elves, not the goblins.
Their "stock" fantasy world however is seriously lacking the niche orcs fill in other fantasy works though - savage, brutish, mortal, breed-like-rabbits warlike creatures. The closer we have filling this niche are elves, but they are immortal.
i could picture goblins herding pigs, feeding them with the remains of their dead and war prisoners they wouldn't eat themselves, and pasturing them on the caverns
i could picture goblins herding pigs, feeding them with the remains of their dead and war prisoners they wouldn't eat themselves, and pasturing them on the caverns
Now that you mention it, I remember Toady talking about herding in world gen being what he needed to work on before he made goblins have to eat. Somebody go look into the last couple DF Talks or FoTF posts by Toady to confirm.
And the problems with kobolds dying in world gen is caused by the lack of options in world gen, but next few updates will see more movement on the world map and eventually moving caravans to mitigate the extreme surplus/starvation cycles in world gen, as well as make it possible for kobolds to procure their food.
On the subject of zerg rushing elves and immortal goblins:
1. Goblins (in Tolkien) were corrupted elves, and thus are immortal, albeit a tortuous life. The most fitting comparison is Gollum's long life, aka a pathetic and painful existence.
2. Cannibal, immortal, only-wood-using elves with the actual repercussions immortality has on the populations, aren't trying to be Tolkien's elves. They are Toady's elves, and his vision is different than Tolkien's. The Dwarf Fortress elves are more nature-oriented, seeking to emulate nature in eating the corpses of fallen foes, or communing with animals. They are less civilized in the human sense because they embrace their natural instincts and bring themselves to the same level as animals. Animals breed rapidly, so do elves.
If you want Tolkien's elves, find or make a mod, it's why the raws are there. Vanilla DF can't cater to everyone's favorite interpretations of fantasy races.
I hope that cleared up some of the issues people are having with the currently unfinished and unbalanced world gen and Toady's design decisions.
QuoteIn any future update. I know a few people were dismissive of our decision and called it a cop out, but we thought about these situations (including the Mongols) and rejected them. Goblins that herd meat animals are insufficiently scary to us. Goblins that die exclusively violent deaths in great numbers in a potentially vegetationless wasteland are better, and we want to explore a wider variety of possibilities than humans allow -- humans can be Mongols, because the Mongols were human, and we hope to support some human variety eventually. There are beak dog considerations, etc., but those aren't fundamental -- wrangling some critters isn't as image-shattering as having large herds of meat animals ranging over grasslands with goblin ranchers.Quote from: NeonivekToady do you mean Goblins don't need to eat in any future update or that Goblins won't need to eat until you can get it working properly?Quote from: MephansterasToady: Could you clairify a bit on the "Goblins don't need to eat" bit? Just curious how that's going to play out and what the reasoning behind it is (from a world lore perspective). Also, even if goblins don't eat what about any other future carnivorous civs? Wolfmen or the like? Do you see yourself adding in herding-based civilizations to accommodate that? Even in our history we have examples of very successful civilizations that did very little actual farming and mostly just herded animals around. The Mongols are probably the best example of that.
No, it did not. First, you are not Toady. Toady only said goblins won't need to eat, but didn't explain why yet. When it is explained, we may like it or not. Second, I'm fine with Toady's elves. Third, gollum was not a goblin. He had long life because of the ring.
You are however correct on the fact world gen is unfinished and unbalanced, and is a work in progress. This doesn't mean we shouldn't debate the current issues.
What form will Were-animals take? Will they be half man half animal or will people just become animals. I mean, a demonic satyr half goat half man is pretty awesome, but just becoming a goat...less so.A demonic goat.
Has Toady yet mentioned if animal-transformation curses can be given to non-humanoids or the limits on what animals can cause a were-curse?That's actually an entertaining point; depending on how they are coded, worldgen might just select notable historical figures to get transformed. This would mean that all kinds of insane things might spring up!
will we get a sex change curse?
if you disturb a wizard,druid,witch,or a certain god for example :v?
Then again it might be pulling from civ pops... but again then people's pet cats or whatever might end up werecreatures... and what if your goat was a weregoat?
I don't think it probaby makes sense to have non-humanoid things get infected and become were-stuff, but it would be entertaining either way.
Werebeasts originate as a curse and if curses act like a secret, the target would need the INTELLIGENT and CAN_SPEAK tags. So no werebeast cats, but yes werebeast giants.
When did they say all curses were spread like a secret? We know necromancy works that way, but on the devblog ThreeToe mentioned the curse of the were-capybara spread through a bite.
The general mechanism is an interaction as before. Instead of having a regional or secret knowledge origin, this one has a deity source
I have the sudden urge to make a Pokemon mod after naming all the metals after element types.
YAPPAPPA- YAPPAPPA- II SHAN TENThe hell is this moonspeak?
hashagu koi wa ike no koi
YAPPAPA- YAPPAPPA- II SHAN TEN
mune no tai wa dakareTAI
If weaknesses to odd materials start coming into play (weremeerkats weak to silver, evil regions populated by blistered giant rabbits weak to gold, demons weak to nothing but other demon bones, etc.), then would that open the possibility of broader material selection in fortress mode? Obviously right now there's no sense to making gold swords and hammers, but if you've got the possibility of things like an outbreak of lycanthropy where they're actually necessary due to material weakness, it starts making more sense to be able to do that.I assume that the current material weaknesses are limited to materials that can be made into weapons (there is a flag for that) but I could be wrong.
I finally got myself transformed into a weregoat, pumped up with enough axe skill that I could bifurcate my attacker after the switch.Were-creatures use weapons?
the strength of werebeasts against their non-weak materials isn't so crazy as to make it impossible to beat them if you get ambushed.Will were-creatures heal fast?
Well, we already have a werewolf (http://df.magmawiki.com/index.php/DF2010:Werewolf) in the game, but without any kind of curse.
If they don't look any different, they how could you tell a were-beast from a regular beast?
If weres use the FB system, does this mean we can get weresauropods or wereblobs?I doubt we'll get wereblobs, which sit along with humanoid and quadruped in the list (werehumanoid?), but weresauropods should be fair game along with werechickens, weretheropds, and werehares.
http://en.wikipedia.org/wiki/Werewolf (http://en.wikipedia.org/wiki/Werewolf)
Evidently they've been half-wolf/half-man since the 1700's.
When a were-curse is bestowed, is the creature selected completely random? If yes, is it going to stay random, or will it eventually depend on the god in questions or something?
I ask because I suddenly got a mental image of a small inuit village being plagued by were-camels.
When a were-curse is bestowed, is the creature selected completely random? If yes, is it going to stay random, or will it eventually depend on the god in questions or something?
I ask because I suddenly got a mental image of a small inuit village being plagued by were-camels.
Given it uses the FB system I'm leaning on "random" but this is a wonderful idea, heh.
Exactly. I mean, sometimes gods should maybe turn people into creatures that didn't exist there before (like with Arachne and king Lykaeon from Greek myth), but there's a reason Europe had werewolves and not were-tigers, like in India. (also, a god associated with cats turning someone he doesn't like into a were-rat just feels so right)When a were-curse is bestowed, is the creature selected completely random? If yes, is it going to stay random, or will it eventually depend on the god in questions or something?
I ask because I suddenly got a mental image of a small inuit village being plagued by were-camels.
Given it uses the FB system I'm leaning on "random" but this is a wonderful idea, heh.
Inuit: I was attacked by something... I think it was a moose... but it didn't look like moose... it had no antlers... and a strange protrusion in the middle of its back... what... was... it... :'(
The Weretigers of India... were really REALLY not weretigers... they were a bit more awsome then that.
The Weretigers of India... were really REALLY not weretigers... they were a bit more awsome then that.
Did they Got Tiger?
werelizard jeweler
Can you milk a werecow ?If it's just had a werecalf within the last couple of months perhaps.
O! My fisherdwarf was interrupted by... werelizard jeweler!?Fisherdwarves have ever been the unluckiest of dwarves.
Because if they can stay alive without need to eat, it either ruins law of conservation of energy or implies that they are able to get enormous amounts of energy from thin air using ultra advanced technology that even we don't yet have(nuclear fission of hydrogen from water mist, anyone?)In a setting that is planned to contain "real" gods and magic I think there will be easy and numerous ways to justify it (and even a few good ways). Unless you are also against gods and magic and prefer that everything in the game is explainable by the physical laws in our world, then that's something else.
with a werebull?
...but a third victim survived, pale from blood loss, but without any life-threatening injuries. Then it was time to watch the little moon indicator...
1x1 burrow or a lever on repeat. Wooden door. Come full moon, if Toady adds Building Destroyer to werebeasts, they'll bust out.Quote from: devlog...but a third victim survived, pale from blood loss, but without any life-threatening injuries. Then it was time to watch the little moon indicator...
Hmmm, I think we will need to be able to designate a dwarf for chaining up.
I would love to be able to have the guards escort a injured dwarf to a jail cell or dungeon and have him chained there. Then, depending on the strength of the chain/cell door matterial and quality, have the werecreature be able to break out or not. Anyway, that's probably something for quite a ways in the future, but fun to think about. I'd settle for just being able to chain them up.
Don't think anyone asked this, yet...Artifacts were intended to be the starting point of the magic and spheres system, but the new secrets and interactions have beat them out the gate it seems. There's nothing specific about magical artifacts on the new dev pages though, so I don't think there's any timeline.
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
It seems like something that could easily end up being an unplanned addition some time during the army arc, since historically the supernatural abilities of particular weapons and relics have (allegedly) changed the course of battles fairly often. It could of course also come earlier than that if Toady feels like tossing it in sooner.Don't think anyone asked this, yet...Artifacts were intended to be the starting point of the magic and spheres system, but the new secrets and interactions have beat them out the gate it seems. There's nothing specific about magical artifacts on the new dev pages though, so I don't think there's any timeline.
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
Don't think anyone asked this, yet...
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
Quote from: hermesWill curses extend to inanimate objects such as swords, thrones and socks? If so, could they "transfer" kind of like contact poisons (eg. from sword to wielder)?
Eventually, but not yet. I imagine anything that comes of artifacts etc. will use the interaction system.
Quote from: monk12
Will curses be associated with particular creatures, or will they be associated with particular areas, or both?
For example, lets take the obvious "living death" curse. Do creatures suffer from the curse because they have been attacked/cursed by a certain creature (as is the case with most "infection" kinds of zombie apocalypse, or vampires) or do they suffer because they died in a certain area, perhaps without taking precautions (burial on unhallowed ground in an evil biome, for instance)?
Both areas and creatures will have curses, and the system will be expandable to artifacts and so on later. It's not unlike a magic framework in the end and could become that in time, though were obviously focusing on a narrow slice right now without tackling some of the stumbling blocks.
I get the feeling from the main page that werecreatures in dwarf mode will be hostile to everyone and everything.
EDIT: I was wrong! I just got to the point in the DF Talk where he states that weregoats don't attack weregoats, but werelions might attack weremaggots.
I get the feeling from the main page that werecreatures in dwarf mode will be hostile to everyone and everything.
EDIT: I was wrong! I just got to the point in the DF Talk where he states that weregoats don't attack weregoats, but werelions might attack weremaggots.
I get the feeling from the main page that werecreatures in dwarf mode will be hostile to everyone and everything.
EDIT: I was wrong! I just got to the point in the DF Talk where he states that weregoats don't attack weregoats, but werelions might attack weremaggots.
I think you'd have to have a few non-cursed dwarves or at full moon your population will be zero. Other than that that I can see a whole new era in weaponised monsters, both undead and werecreatures.
The only problem would be trying to deliberately infect dwarves without them getting killed.
Those are pretty common in mythology and folklore. Ranging from things pretending to be horses and jumping into the river to drown you when you ride them to things that pose as an attractive member of the opposite sex inviting you for a swim.Or in Swedish(/Scandinavian) folklore, where it's a naked troll sitting in the river playing his.. fiddle... :-\
Edit: Also, can anyone think of any examples of 'generic intelligent undead' in media/folklore? I'm having a little trouble trying to imagine what they'd be like.I'm taking it to mean things like D&D liches and death knights, or Koschei the Deathless (http://en.wikipedia.org/wiki/Koschei), achieving immortality without necessarily going out to animate the dead, or possibly D&D ghouls and wights (assuming those don't count among the animated dead) or bodaks (who might fall into the stalker category instead). Basically anything undead that doesn't definitely fall into the other categories. I guess it could be expanded into creatures like the rokurikubi (http://en.wikipedia.org/wiki/Rokurokubi) if those don't fall into tweaked troll/hag behavior.
If a dwarf learns the secret of life and death from his or her deity, will they be able to migrate to your fortress and become a warrior that can re-animate body parts during combat one day?
Well, if the gods a dwarf worships can influence the artifact made by a strange mood, the god's spheres could influence what artifact is made, without having to bring magic into it. The god's spheres could decide what type of artifact is made, rather than the dwarfs skills (WAR sphere makes armour or weapon, etc), and also the materials used (TREE makes wood be used, WEALTH increases the chance of decoration with gems, etc).Don't think anyone asked this, yet...Artifacts were intended to be the starting point of the magic and spheres system, but the new secrets and interactions have beat them out the gate it seems. There's nothing specific about magical artifacts on the new dev pages though, so I don't think there's any timeline.
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
Or, perhaps, the gods worshipped by a dwarf influence the sphere's an artifact acquires. So a dwarf that worships a god of death, consolation, fortresses and wealth might create an artifact with any of those spheres, though it might acquire more the same way gods do. What effect the spheres of an artifact had is a whole other question. For instance, an anvil with the fire sphere might cause a workshop built with it to never need fuel. A throne with the war sphere might cause whoever sits in it to gain 1 point in a fighting skill for every frame they sit. A hammer with the death sphere might sometimes raise the bodies of its kills under its wielder's control.Well, if the gods a dwarf worships can influence the artifact made by a strange mood, the god's spheres could influence what artifact is made, without having to bring magic into it. The god's spheres could decide what type of artifact is made, rather than the dwarfs skills (WAR sphere makes armour or weapon, etc), and also the materials used (TREE makes wood be used, WEALTH increases the chance of decoration with gems, etc).Don't think anyone asked this, yet...Artifacts were intended to be the starting point of the magic and spheres system, but the new secrets and interactions have beat them out the gate it seems. There's nothing specific about magical artifacts on the new dev pages though, so I don't think there's any timeline.
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
Although when Toady does the partial bodies re-write down the road (and decides to let magic into Fortress mode), dwarves creating constructs sounds like low hanging fruit.
(As an aside, I love that metaphor. Low hanging fruit dangling from The Tree of Fun and Woe.)
Personally what I want most is the ability to mod in creature creation. To the level this is used in vanilla is irrelevent, I just want to be able to make a cow workshop, a golem workshop etc. and it seems like it wouldn't be too hard to code in for toady.You might actually be able to do that in the next version... if you're willing to sacrifice a dwarf for a golem. Create a material (or stinging vermin) with a transformation syndrome that keeps the victim part of your civ, expose a dwarf to it, and you should have a transformed dwarf. Doesn't work if transformed creatures automatically becomes foes, but we'll see.
Hell, you don't even need a full transformation. a curse that turns dwarven skin to adamantine and bones to steel would already make them immune to almost everything. If it also includes a side effect of turning them into a giant flesh-eating monster (that still has adamantine skin and steel bones) every full moon, then that's just an added bonus.Personally what I want most is the ability to mod in creature creation. To the level this is used in vanilla is irrelevent, I just want to be able to make a cow workshop, a golem workshop etc. and it seems like it wouldn't be too hard to code in for toady.You might actually be able to do that in the next version... if you're willing to sacrifice a dwarf for a golem. Create a material (or stinging vermin) with a transformation syndrome that keeps the victim part of your civ, expose a dwarf to it, and you should have a transformed dwarf. Doesn't work if transformed creatures automatically becomes foes, but we'll see.
I was against goblins not having to eat until I started to think of them as eternally hungry rather than always sated. Eating all kinds of disgusting things if they have the chance - while still surviving forever without any sustenance.YES
The way I understand folklore of the middle ages (and before), if Toady wants to stick to the original flavor of any of those creatures (goblins, elves, etc.), he'll basically make it up as he goes along and not care too much about adhering to anything in particular. Whenever I read about fairies, elves, goblins, trolls, or anything else similar, it seems like people had a million different ideas of what they were and could do, depending on what part of what region of Europe you asked around in.YES
it only needs a satisfying reason and im happy (theyre all plants/mushrooms | theyre all distant offspring of some daemon | ...)
it only needs a satisfying reason and im happy (theyre all plants/mushrooms | theyre all distant offspring of some daemon | ...)
I think it's funny how it's a big deal that goblins don't need to eat, but it's a given that demons don't need to eat.
it only needs a satisfying reason and im happy (theyre all plants/mushrooms | theyre all distant offspring of some daemon | ...)
I think it's funny how it's a big deal that goblins don't need to eat, but it's a given that demons don't need to eat.
...(goblins)... then why DO they hang out?
Unless he's going to add in more things after the frankensteiny things, of course. Odds of that? Did he mention anything in the Talk? Haven't read that yet, waiting for the transcript.
Just thought of this while reading the misc weapon thread:
If you're using a severed arm as a weapon can it be raised while you are still wielding/have it in your inventory or must it be on the ground?
Why do they hang out? Looting!it only needs a satisfying reason and im happy (theyre all plants/mushrooms | theyre all distant offspring of some daemon | ...)
I think it's funny how it's a big deal that goblins don't need to eat, but it's a given that demons don't need to eat.
They don't really seem to be very social, what with the constant murder and all, and they aren't terribly taken with art or trade either. About the only real benefit for a big group of gobbos is mutual protection, and goblins could probably get enough of that in a small tribe-like structure instead of these ravening hordes we've got.
Goblins. Are. Vikings.Vikings had farms in their own nations, and valued poetry and song very highly.
Goblins. Are. Vikings.Vikings had farms in their own nations, and valued poetry and song very highly.
Also they were not immortal and had to eat to not die.
I started the vampire process by adding ingestion syndromes. These'll be used to give the option to make drinking a vampire's blood a way to pass along the curse, but since it looks at item materials and contaminants and so on, when we get to poisoned apples/alchemy/etc./etc. that'll work without any additional fiddling.
I started the vampire process by adding ingestion syndromes. These'll be used to give the option to make drinking a vampire's blood a way to pass along the curse, but since it looks at item materials and contaminants and so on, when we get to poisoned apples/alchemy/etc./etc. that'll work without any additional fiddling. It should also simplify some modding workarounds (any added food material or liquid material can be given ingestion syndromes).I think I speak for all of the modders, everywhere, when I say THANK YOU!!
Also: Will ingestion-related syndromes finally allow for alcohol to affect creatures, even if it's only in a binary sense (binary as in either you have the syndrome or you don't, as opposed to a continuum between "buzzed" and "hammered")?YES. You should see a line like this under every brewable plant's entry in the plant_standard file:
[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]
[STATE_NAME_ADJ:LIQUID:dwarven beer]
[STATE_NAME_ADJ:GAS:boiling dwarven beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
Since that references and modifies a material template, you can then put a [SYNDROME] tag in the mix. You can find examples of how to use syndrome tags on the wiki, or in the creature_next_underground file. I would recommend long term stunning and maybe very mild nausea. Also, don't quote me on this, but I think some syndrome effects might stack, in which case it wouldn't be binary at all.
Also: Will ingestion-related syndromes finally allow for alcohol to affect creatures, even if it's only in a binary sense (binary as in either you have the syndrome or you don't, as opposed to a continuum between "buzzed" and "hammered")?YES. You should see a line like this under every brewable plant's entry in the plant_standard file:Code: [Select][USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]
Since that references and modifies a material template, you can then put a [SYNDROME] tag in the mix. You can find examples of how to use syndrome tags on the wiki, or in the creature_next_underground file. I would recommend long term stunning and maybe very mild nausea. Also, don't quote me on this, but I think some syndrome effects might stack, in which case it wouldn't be binary at all.
[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven beer]
[STATE_NAME_ADJ:LIQUID:dwarven beer]
[STATE_NAME_ADJ:GAS:boiling dwarven beer]
[MATERIAL_VALUE:2]
[DISPLAY_COLOR:6:0:0]
[EDIBLE_RAW]
[EDIBLE_COOKED]
[PREFIX:NONE]
Can syndromes give status increases?
I'd imagine a drunk would have greater willpower or toughness, but with decreased agility and nausea, right?
Can syndromes give status increases?Not in the current version, maybe in the next one. From what I can tell, you can pretty much put whatever tags you want onto a syndrome now, but that might require overwriting a stat, rather than tweaking it. Actually, can we put any creature tag inside a syndrome now? Can syndromes tweak stats?
I'd imagine a drunk would have greater willpower or toughness, but with decreased agility and nausea, right?
Forgive me if this has been asked before.
How long (in real time) does the 'Full Moon' phase in Fortress mode last?
Well, we know that a certain number of frames counts as the passing of a day in DF. Presumably, a set amount of days could correspond to a phase of the moon. In real life, a full moon lasts about 3 days.
Hopefully, the amount of time a moon phase takes, and perhaps even the number of moons a world has, will be things we can set during world gen.
Can there be multiple different types of vampires with different sets of randomly generated traits in the same world?
Like for example, a set of vampires that sparkle in the sun and enslave the minds of pubescent children,...
Didn't he also mention the possibility of multiple moons in the future?
In the lastest DF Talk, Toady said there will be only one moon.
I don't know the Raws well, but with ingested syndromes PLUS adventurer crafting PLUS secrets, won't we be able to hunt for a recipe for a secret potion, craft it and drink it, thus acquiring magical powers ? Also, poisons !
For more fun, can we make some castes of the same creatures immune to a syndrome while others will be subect to it ?
Nevertheless, I'm super excited. As was pointed out in DF talk, syndromes + ingestion effectively gives us a functional magic system.
Uhh... is anyone interested in setting up a short reference list of what the night creature colors will probably represent? I might end up attempting it after the transcript is up, but not until then.Well, I have a very basic list here (http://www.bay12forums.com/smf/index.php?topic=85718.msg2314887#msg2314887) if you want to use that.
Does that mean there will be one random type of vampire per world or does that mean that all syndromes are randomised and there could be several instances of syndrome in a world that are 'vampirey'?I already greened a question of this nature, but it seems very likely to me that there will at least be significant potential for multiple vampire types.
(That does sound like a likely init setting; randomized syndromes: NO\YES\ALL)
Does that mean there will be one random type of vampire per world or does that mean that all syndromes are randomised and there could be several instances of syndrome in a world that are 'vampirey'?
(That does sound like a likely init setting; randomized syndromes: NO\YES\ALL)
Still doing tags. It takes a little longer since there's an interaction on a creature that activates a syndrome which activates another interaction on a body material that activates a syndrome, and that sort of thing in a few different permutations, but I think the moving parts are working now.
i cant wait for the fish-people of insmouth after all that is what i expect of an evil ocean.
QuoteStill doing tags. It takes a little longer since there's an interaction on a creature that activates a syndrome which activates another interaction on a body material that activates a syndrome, and that sort of thing in a few different permutations, but I think the moving parts are working now.
Am I the only one whose jaw is dropping at the implicit modding possibilities here?
Hm. So what if I created a plant that when eaten gives a syndrome that increases strength for a couple months.
Urist McSailorman: I'm strong to the finish cause I eat my spinach. I'm Urist McSailorman!
Granted though, you either need to cook it into every meal in the game or have a dwarf that really likes the stuff. To take advantage of it.
QuoteStill doing tags. It takes a little longer since there's an interaction on a creature that activates a syndrome which activates another interaction on a body material that activates a syndrome, and that sort of thing in a few different permutations, but I think the moving parts are working now.
Am I the only one whose jaw is dropping at the implicit modding possibilities here?
Hehe vampires are neat but i cant wait for the fish-people of insmouth after all that is what i expect of an evil ocean. But back to vamps.
Will vamps have withdrawal symptoms from not getting theyr bloody fix? Stuff like raging, aging rapidly, loosing strength etc.? (just like dwarves that dont get booze)
I wonder what eyeball grass will do to your cows.
I wonder what eyeball grass will do to the dwarves who drink the milk of those cows :o
I wonder what eyeball grass will do to your cows.
I wonder what eyeball grass will do to the dwarves who drink the milk of those cows :o
it will make the dwarves... sane. OMFG! THE END OF THE WORLD IS NEAR! THE DWARVES ARE SANE! WE'RE ALL GOING TO DIE!
I'm guessing "no", primarily because they're random and adding options for all kinds of vampires would be a little too much.I wonder what eyeball grass will do to your cows.
I wonder what eyeball grass will do to the dwarves who drink the milk of those cows :o
it will make the dwarves... sane. OMFG! THE END OF THE WORLD IS NEAR! THE DWARVES ARE SANE! WE'RE ALL GOING TO DIE!
That does spring to mind the idea of dwarven prozac.
Will we be able to have any control over the kind of vampires that sprout out in world-gen?
You ought to be able to mod in creatures using the same kinds of tags as the vampires'll have, though.
You ought to be able to mod in creatures using the same kinds of tags as the vampires'll have, though.
This. From the sound of the devlogs I'd guess the vampire tags will be added to either creature or syndrome RAWs or possibly a new RAW for night creature/paranormal related files.
Posting to follow, mostly because theres a new 50 page long FoTF thread that I had no idea existed.
So since I didn't get to read the first 50 pages, was there an answer on what happens when were-symptoms mix? Like say a werewolf gets bitten by a weretiger?
That said, I'd very much like to see what Bay12ers come up with for vampire screenings. For example, if there exist vampires with magma immunity, a simple magmafall chamber will show which is which - if the dwarf is a vampire, he will survive.
I wonder what eyeball grass will do to your cows.
I wonder what eyeball grass will do to the dwarves who drink the milk of those cows :o
I wonder what eyeball grass will do to your cows.
I wonder what eyeball grass will do to the dwarves who drink the milk of those cows :o
Ah, I hadn't considered things like this. Yes, endless possibilities. Maybe I'll make bubble grass cause grazers to fly. And perhaps there's some way to add the new sunshine-based tags to the sunshine drink.
With all these new tags I have to wonder. Do you foresee the RAW/tag system ever being outdated? After all, ultimately a tag is just a reference to something in the underlying hard-coding in the game.Yeah, I still think the game should've made a jump to Lua back when it was still feasible. Right now, rewriting every goddamn thing in the raws into any new format is going to be the most major demotivator for any moves in that direction.
On the other hand if fb poisons get any of these new ingested symptoms that'd be pretty interestingUrist McDwarf cancels Clean Fish: is a Were-Ash Demon
I wonder if it will be possible for DF vampires to have Arithmomania (as one of the random weakness options, not for all of them)... I mean, that's one of the oldest classic vampire traits, yet no one portrays them as having it anymore (except Sesame Street). Granted, this is possibly because it seems silly, but so what?! It could be cool!
Will sunlight always be a bad thing for vampires?It's going to be implemented as a syndrome. A syndrome that makes you burn up and is triggered by sunlight. Therefore, any syndrome effect can be used instead when modding your own creature. Given buffs from werebeast forms are also implemented as syndromes, you very much can have something that gets boosted in sunlight.
Obviously it does different things to different vampires, I wonder if any are neutral or even positive.
So what happens when a resurrected FB gets bitten by a werewolf and a vampire?
I wonder if it will be possible for DF vampires to have Arithmomania (as one of the random weakness options, not for all of them)...If it were possible to get such a vampire in your fortress he would be the perfect Bookkeeper.
This suggestion was discussed a bit last week, and since no one came out against itBut that's easy to sort: bags and boxes have mutually exclusive materials so you can further sort based on that. It's impossible to create a leather chest and it's impossible to create a glass bag.
Is it an easy fix to separate bags and coffers/boxes/chests into separate categories on both the build menu and in the stockpile preferences?
It's difficult to macro stock bedrooms with chests if you have to forbid all bags first- and another problem arises when you have an empty bag stockpile outside, say, a millstone or sand gathering area, and your dwarves dutifully fill it with glass boxes.
Yep, the serve the same purpose in a room too. Though I prefer to use real coffers and chests myself instead of bags.
Given the advent of very time-dependent creatures,have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?
I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.
Don't forget that there's no sun underground.I do have to point out that this sounds like a megaproject in the making. After all, we spend so much time trying to take heat from the underground, and place it in the outside world. Why not take the sun and put some heat back inside the world...
Given the advent of very time-dependent creatures,have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?
I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.
I don't think it is always day, it is abstracted. Dwarves doesn't sleep one second each dozen seconds, nor they eat every day. Though it would be nice if there was a reworking, hopefully with a Fast Forwarding option. But I think this would need a great rewrite.
Right, it is abstracted, which I guess is what I'm talking about. If it continues to be abstracted then vampires will function identically to werewolves, in that they stick around for a few 'days' or some such nonsense.
I'm not even sure if there is a better system than what we have, but I've been wanting a "more accurate" version of the day cycle for awhile in fort mode, and I think now is a good chance to take a stab at it.
With the food (and material) based symptoms and weaknesses now being available, would (accidental) food poisoning from improper tableware materials become a sufficiently low-hanging fruit for reasonably expedient inclusion?Well, this will likely have to wait at least for dwarf mode inns - when Toady has stated (I think) he'll be taking a look at getting mugs into actual fortress use (maybe).
I seem to recall that the main issue was that people would never get trade opportunities. With more varied types of commerce going in, this coulde become a non-issue.Given the advent of very time-dependent creatures,have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?
I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.
I don't think it is always day, it is abstracted. Dwarves doesn't sleep one second each dozen seconds, nor they eat every day. Though it would be nice if there was a reworking, hopefully with a Fast Forwarding option. But I think this would need a great rewrite.
Right, it is abstracted, which I guess is what I'm talking about. If it continues to be abstracted then vampires will function identically to werewolves, in that they stick around for a few 'days' or some such nonsense.
I'm not even sure if there is a better system than what we have, but I've been wanting a "more accurate" version of the day cycle for awhile in fort mode, and I think now is a good chance to take a stab at it.
I wonder if it will be possible for DF vampires to have Arithmomania (as one of the random weakness options, not for all of them)... I mean, that's one of the oldest classic vampire traits, yet no one portrays them as having it anymore (except Sesame Street).I hadn't heard of arithmomania as a symptom of vampirism before (and putting sand on a vampire's grave, etc). Nice little joke by Bram Stoker then to make his Vampire a 'Count'. And, as you imply, it makes Sesame Street's choice of using a vampire Count to obsessively count, doubly appropriate - didn't think I had more to learn from Sesame Street! :)
Theres also that old thing that a vampire can't enter a home uninvited.
Wanna vampire proof your house? Get rid of that mat in front of your door that says "Welcome".
Pfff. The last part is the best part. Zombies beginning to suspect their creator? OH NO
Pfff. The last part is the best part. Zombies beginning to suspect their creator? OH NO
Quote from: NeonivekSo Toady with gods giving curses, does this mean that more active or at least flavorful gods are not so far away?I don't have a timeline for additional god activities. Things seem to get thrown in on occasion though.
Will there be any sort of Fortress mechanism where a werebeast can infect a dwarf and disappear without the player noticing? Something like the kidnapping, maybe, where if someone other than the individual affected sees the were, he's detected, but if not, the dwarf is infected without notifying the player?
By "boundaries of the site grow.." does this imply that sites are now resize/shapeable? Is this possible in fortress mode?
Quote from: magmaholicwill we be able to add tags with syndromes?Quote from: tfaalcan we put any creature tag inside a syndrome now? Can syndromes tweak stats?Quote from: thvazThe new creatures will have enhanced stats? Like a vampire with superhuman strengh or a were-creature faster than both the humanoid and the animal it changes to?
Are the were-creature transformations and rampaging directly linked, or separate effects that are both applied in the generated curses? Could we add, for example, a contagious madness curse with no transformation, or a regional curse that would temporarily transform everyone into stray cats on nights of the full moon without making them hostile?
If a creature is killed while transformed, will its corpse be based on its transformed state or its original body?
Can gaining a secret lead to megabeast or semimegabeast behavior?
Currently, genders are separated via castes with the appropriate gender tokens added to each caste. With the guards changing from male to female and back, does that mean the guard's caste is actively having its gender token changed, or is the guard picking any caste with a [FEMALE] token for a female transformation, and any caste with a [MALE] token for male transformation?
how much random is material weakness? right now the fortress and the adventurer are severely limited on what materials are usable for smelting weapons or available to purchase at shop.
What form will Were-animals take? Will they be half man half animal or will people just become animals. I mean, a demonic satyr half goat half man is pretty awesome, but just becoming a goat...less so.
Will it be possible for a curse to bestow different forms on a person at different times? Like a werewolf that turns into a half-wolf-half-human when the moon is waxing gibbous and waning gibbous but turns into a complete wolf when the moon is full. Or even a were-zodiac curse which turns the poor guy into a different were-creature every month.
will we get a sex change curse?
Heres another for you. Will the game have certain curses take precedent over others? Ie, if I get bitten by a vampire and then by a were-moose, will I transform into a blood sucking moose man every full moon? If I raid a tomb is it possible that I'll find an undead necromancer vampire were-axolotl?
Also, is it possible that someone who is turned into a were-whatever might get the shaft and turn into a were-carp and suffocate?
Also also, sometimes you say things like "If there's time", as though you're on a deadline. Do you set deadlines for yourself? If you do, are they based on dates or on certain key/bare minimum features you want to have in?
And lastly, how many more monsters and things are gonna go in this update? We've got necromancers/new undead, were-stuff, and vampires (I assume), is there anything else planned?
Does the were-curse "discriminate" among its victims- does it apply to all creatures bit by a cursed individual, or only to intelligent creatures, or some other set of criteria? Would this criteria be something that would be variable, either in game or via raw modding?
Do necromancers choose to settle in evil biomes, or do they set up shop wherever?
If weaknesses to odd materials start coming into play (weremeerkats weak to silver, evil regions populated by blistered giant rabbits weak to gold, demons weak to nothing but other demon bones, etc.), then would that open the possibility of broader material selection in fortress mode? Obviously right now there's no sense to making gold swords and hammers, but if you've got the possibility of things like an outbreak of lycanthropy where they're actually necessary due to material weakness, it starts making more sense to be able to do that.
So, how are wounds and missing limbs handled when you transform to something else?
If my left front hoof gets chopped off while i am transnfromed to weregoat, will i miss left hand when i get turned back to humanoid? What about more complex stuff ... like what if my military dwarf has broken leg with cast on it, broken arm with splint, bandaged and surtured hand? Will his were-self still have surtures is his transformed limb and wound and retain other medical stuff?
When a were-curse is bestowed, is the creature selected completely random? If yes, is it going to stay random, or will it eventually depend on the god in questions or something?
Will dead creatures still have the generic "his upper body is gone" in their description now that corpses can be raised?
Will the new were-curses stack?
For instance, if a dwarf is bitten by a were-elk and turns into a were-elk, and the dwarf is then bitten by a were-groundhog, what will happen? Will the dwarf remain a were-elk? Become a were-groundhog? Become a bizarre hybrid were-elkhog? Turn into a randomly-mutated abomination similar to a forgotten beast?
1. Will body modification curses revert on death? That is, if a transformed werewolf is killed, will the corpse be a wolf or a human?
2. Are there any methods for curse contagion other than bites/wounds?
a creature turns into a wareform, or as a vampire turns into a bat, will it drop all its equipment/clothes? or are they magically kept in inventory but inaccessable?
When attacking a were-creature without using their weakness, are they merely resistant to damage (I imagine this'd be the easy way), or do they rapidly heal instead (more traditional)?
You mentioned that you had set it such that it is possible to defeat a were-creature without the weakness as of right now, but would be willing to change it later on as the slayer role is developed. Is this a variable that can be set via the raws? I can imagine modders wanting to make a non-random creature with a particular weakness that MUST be used... which would be entirely fair for non-random creatures.
Do big cities get sacked much in world gen? If we go into a ruined city in adventurer mode, what can we expect to find? Interesting things?
What kind of relation will there be between strange moods dwarves have currently and the secrets/curses spirit-interaction stuff that's coming in this release? Will the two systems become one eventually?
If a necromancer animates a severed hand, will you have to hack off all its fingers to remove its "graspers" and kill it?
Will the dark blue night creatures include things that try to lure you to rivers and other bodies of water and drown you?
Can you talk a little bit more about ghosts Toady? Where they show up in adventure mode right now, what they can do there, or what they'll do in the future?
In the rush of all these Night Creatures, and the fact they've been here a while in fortress mode, ghosts kind of slipped under the radar in terms of the next release.
You mentioned stalkers will have traits related to their deaths. Is this likely to be related to the gruesome executions that currently happen in worldgen, or will it mostly be new stuff?
If a dwarf learns the secret of life and death from his or her deity, will they be able to migrate to your fortress and become a warrior that can re-animate body parts during combat one day?
Is having a scripting language for manipulating things (much like DFHack is doing to a small extent) something you've considered? Like I said, it's been brought up a few times, so I was wondering if this was more of a post-1.0 goal
...
With all these new tags I have to wonder. Do you foresee the RAW/tag system ever being outdated? After all, ultimately a tag is just a reference to something in the underlying hard-coding in the game.
Constructed monsters? Will we finally be able to create creatures in workshops in Fortress mode?
In the future, will randomly generated lunar cycles (such as having two or more moons, that sort of thing) become an important feature Re: werecreatures?
If you're using a severed arm as a weapon can it be raised while you are still wielding/have it in your inventory or must it be on the ground?
Will ingestion-related syndromes finally allow for alcohol to affect creatures, even if it's only in a binary sense (binary as in either you have the syndrome or you don't, as opposed to a continuum between "buzzed" and "hammered")?
How long (in real time) does the 'Full Moon' phase in Fortress mode last?
Can there be multiple different types of vampires with different sets of randomly generated traits in the same world?Like for example, a set of vampires that sparkle in the sun and enslave the minds of pubescent children, and one that burns in the sun and has greatly boosted speed, as opposed to just one or the other. Assuming that's a yes, how frequently do you anticipate new vampire types will be made, and how many in general do you intend to have in a given world or city?
My mind is aflame with randomly generated Camarilla/sabbat politics and wars of the night in DF, though of course such things won't actually be possible until we get group politics in general.
Will sunlight always be a bad thing for vampires?
Toady, many of your forumites are repeatedly linking the Wikipedia Vampire Traits list. Are you actually intending to try to implement all these traits, or is this merely wishful/hopeful thinking on the part of your fans?
Another question...
Werecreatures first appear by being cursed for defiling a temple. How will vampires appear? There are many ways suggested by stories...
Will vamps have withdrawal symptoms from not getting theyr bloody fix? Stuff like raging, aging rapidly, loosing strength etc.?
Will we be able to have any control over the kind of vampires that sprout out in world-gen?
Will vampires always get away from suspicious villagers, or will the townsfolk sometimes get proactive and take the pitchforks-and-torches route? Will anyone ever get mistaken for a vampire?
Quote from: Urist McDepravityWill it be possible for feeding to be non-lethal and non-infecting?Quote from: thvazWill vampire's victims always die when feeded upon?
will the forgotten beast generator be updated for next version to include all the new tags that got created while working on Night Creatures?
How vampires decide when to create more vampires?
Can vampires learn the secret of raising corpses? If yes,the system can then handle two types of night creatures on the same historical figure. This means we will have vampire werecreatures?
Given the advent of very time-dependent creatures, have you considered reworking the time compression in Fortress mode? If not, how do you envision creatures like this working given the time scale?
I mean obviously vampires make absolutely no sense in Fortress mode where it's "always day", and even werewolves may have a maximum of 30 seconds or so of screen time given the current time compression.
...
If it continues to be abstracted then vampires will function identically to werewolves, in that they stick around for a few 'days' or some such nonsense.
With the food (and material) based symptoms and weaknesses now being available, would (accidental) food poisoning from improper tableware materials become a sufficiently low-hanging fruit for reasonably expedient inclusion?
Can already-immortal races (whether elfs/gobs or modded ones) become vampires? How would the reputation system handle that?
Now that gods are active in worldgen (and with ever more activity working its way in), are there any plans on the horizon for reworking the system wherein gods are specifically and intrinsically tied to a specific civilization?
It does seem a bit strange if you start thinking about when civilizations will (presumably at some point in the future) have beginnings and/or endings. If a civilization crumbles, do its gods die? Are the gods of every civ the same but with different names? Can one civ "import" worship of a god from a nearby one?
If an acknowledged vampire is ruling a civ and oppressing people, as the one in the devlog did, will adventurers receive missions to kill him? Will anyone else take over if an adventurer kills him or will that have to wait for in-game succession?
Woooo WoT!
Inspired me for a quick question;
When were-creatures transform, what are their alignments? Obviously anti-original civ, but if two werewolves are running around, will they fight each other? How about if a werewolf and a werecapybara meet?
It's unclear if that's going to fall in the fairy color scheme instead.I was not aware that fairies were getting their own stuff. I was worried at their omission in the night creature rainbow, but I'm glad to hear we'll be getting some interesting fae coming in.
I'm fairly sure that was covered in DFTalk #14. Toady said that different kinds of werebeast will fight, but they won't fight their own kind of creature. So the werewolves and werecapybaras could fight, but a pack of werecapybaras would not fight amongst themselves.
Quote from: NeoskelWill the dark blue night creatures include things that try to lure you to rivers and other bodies of water and drown you?
It's unclear if that's going to fall in the fairy color scheme instead. Probably depends on how the thing looks physically and whether it has a good side at all.
What basic concepts are you thinking of for constructs? Will we see beasts with weapons grafted into/replacing limbs are just mish-mashes of creature partsIn the latest DF Talk I believe Toady indicated that "hook-for-hand" stuff was either in, or that at least he was working on it. No transcript yet so I don't have a quote.
I ask this because if the RNG is allowed enough room with this, I foresee many humorous(or fearsome) foes. "it has -iron maces-" for feet." "A humanoid with the pincers of a Giant Desert Scorpion."
Hello! I was just wondering:The bugfix release will come after the night creature release most likely. Toady has previously indicated that following each major release he plans for a "week or two" of general bugfixing relating to both new bugs from the latest release and old bugs.
Will we be able to embark on necromancer towers? And if so, will they be visible on embark, or hidden, like caves?
Also, will there be any more bug-fixing releases before this night creature release?
Dammit! I had no time to ask mine today!werewolves yes (devlog indicates so)
Anyway:It is possible for adventurers to become necromancers/werebeasts/vampires, right? Or at least recruit a necromancer to join you?
Dammit! I had no time to ask mine today!werewolves yes (devlog indicates so)
Anyway:It is possible for adventurers to become necromancers/werebeasts/vampires, right? Or at least recruit a necromancer to join you?
vampires presumably yes (drinking vampire blood is certainly possible in adventure mode)
adventurer necromancers no (Toady indicated he isn't going to bother with a necromancy interface)
necromancer recruits maybe (depends on if you can find a friendly one, but it is unlikely, since it sounds like they run off and become evil pretty much straight away)
In bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age and he fled into the hills.
It certainly would be interesting if Zombies did continue to age... and thus have their flesh continuously rot.
Hense a Necromancer would eventually have to get new zombies to replace his old ones.
2 questions concerning material weaknesses:
toady, do you have a timeline to overhauling the weapons(and items in general) to be multi-material(studding/difference between blade and handle)? is this something that will come during the caravan arc(i remembered some kind of combat overhaul being on the dev-list for one of the releases)? and do you have any plans already to how ornaments will impact combat(eg. will a steel-sword with silver-images on the blade be worse than a silver-sword against a weak-to-silver-Ń?)?
and:
do we have to wait for the personality-rewrite for nightcreatures to spread false rumours about their weaknesses or will something like this come earlier/later?
2 questions concerning material weaknesses:
toady, do you have a timeline to overhauling the weapons(and items in general) to be multi-material(studding/difference between blade and handle)? is this something that will come during the caravan arc(i remembered some kind of combat overhaul being on the dev-list for one of the releases)? and do you have any plans already to how ornaments will impact combat(eg. will a steel-sword with silver-images on the blade be worse than a silver-sword against a weak-to-silver-Ń?)?
and:
do we have to wait for the personality-rewrite for nightcreatures to spread false rumours about their weaknesses or will something like this come earlier/later?
As it seems to me, the game is still working on a weapon material basis. It gets the original force of the blow from the weapon material, so it should be modifying it according to the weapon material as well. It would also be pretty overpowered considering you could just stud your weapons with every material available and then never care about werewolves (or vampires I guess?) again.
Anyway, it would have to wait for yet another combat rewrite, which is still far in the future I guess... (Probably when he decides to do multi-material weapons like you mentioned them, which is definitly far off)
Also I don't think the people in adventure mode tell you about the weaknesses of their feared foes, because if they'd know them, those enemies wouldn't be all that dangerous to them. In fortress mode, you'd either have to find out for yourself, or (unlikely I think) it will be in the creature-description.
you havent been playing dwarf fortress for long, did you?
Oh come on
Yeah, world gen just ended at year 151, and the guy was still there. I'll probably use the same world to test adventures killing these guys without making the whole civ hate you, which is nextish. People should be happy to see them and their cultists dead.
"In bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age and he fled into the hills"
It could happen! I saw a movie about this, where some priest was making zombies who all thought they were still alive. I can't remember what the name of it was. When they figured out they were all actually dead they were pissed.
Quote from: freeformschoolerIs having a scripting language for manipulating things (much like DFHack is doing to a small extent) something you've considered? Like I said, it's been brought up a few times, so I was wondering if this was more of a post-1.0 goal
...
With all these new tags I have to wonder. Do you foresee the RAW/tag system ever being outdated? After all, ultimately a tag is just a reference to something in the underlying hard-coding in the game.
There's a major accessibility issue in stepping up to an actual language, beyond whatever barriers the raws and the rest of the game already throw up. I also have no experience with it so I'm not sure how to get it linked in with everything while keeping the memory and speed healthy, since it would be pervasive throughout a real-time environment that already suffers from speed problems. I don't imagine that's guaranteed to go smoothly.
When I saw that there will be dungeons under cities I was pretty excited. Some good old dungeon delving! However I wonder if dungeons will occur in contexts other than just under cities?I think they can occur under necromancer towers as well, and the pyramids are out in the Valley of the Kings style areas.
Oh come on
While one of the better ones, my first thought was the same as Askot's. There have been some really crazy fun bugs in the past.
QuoteIn bug news, the zombies in a necromancer's tower became suspicious after the necromancer failed to age and he fled into the hills.
Zombie 1: Mmmmrrrrrrhhhhhh... I dunno, living a hundred years without a wrinkle? Seems pretty fishy to me.
Zombie 2: Ggggrrrrrrhhhhggg... Yeah, I hear you. I mean, we don't age, but we're dead, that's just how it works. What's his excuse?
Zombie 3: Nnnggggggghhhhh... I don't want to point any fingers, but you don't suppose it's... Just maybe... Dark magic?
Zombies 1 and 2: Zoinks!
Woooo WoT!Again, the latest DF Talk seems to indicate that each were-creature type belongs to a specific faction, and will attack anything else on sight. I'm not sure about nonsentient animals though - could go either way.
Inspired me for a quick question;
When were-creatures transform, what are their alignments? Obviously anti-original civ, but if two werewolves are running around, will they fight each other? How about if a werewolf and a werecapybara meet?
Also I don't think the people in adventure mode tell you about the weaknesses of their feared foes, because if they'd know them, those enemies wouldn't be all that dangerous to them.
Also I don't think the people in adventure mode tell you about the weaknesses of their feared foes, because if they'd know them, those enemies wouldn't be all that dangerous to them.
Toady said in the devblog that quest-givers tell you the weakness, presumably when you get the quests to kill the things.
Unfortunately, if their weaknesses limited to weapons materials then... well, you can make short swords out of any stone, remember? Any of them.
Although, wood does have the tag... but there we have elves and training weapons...
Unfortunately, if their weaknesses limited to weapons materials then... well, you can make short swords out of any stone, remember? Any of them.
Hasn't that been broken for a long time, though? Last I remember, the material for a stone short sword wound up being the *wood* used to make it, not the stone.
Toady's almost certainly talking about weapon materials as in "materials with the ITEMS_WEAPON tag", which stone doesn't have. He's probably also limiting it so that DEEP materials won't be chosen as a weakness, or at least not the sole weakness. So no gneiss-hating weres to worry about for the time being.
It always worked. The old bug was that it was naming the sword after the wood instead of the rock.Unfortunately, if their weaknesses limited to weapons materials then... well, you can make short swords out of any stone, remember? Any of them.
Hasn't that been broken for a long time, though? Last I remember, the material for a stone short sword wound up being the *wood* used to make it, not the stone.
I'm pretty sure it's all working now, as I've made some Sylvite Short Swords in my current fort. Unless it's using the wood material and calling it the rock material, which seems unlikely. However, I should warn that they're not necessarily much better than wooden short swords.
On a completely unrelated note:Awesome, man. I've got stuck between 12th and 13th in the series.
Reading the Wheel of Time series... I now finally know how elves are makin' their kosher wood stuff! Have a look guys: Treesinging (http://wot.wikia.com/wiki/Treesinging)
It always worked. The old bug was that it was naming the sword after the wood instead of the rock.Unfortunately, if their weaknesses limited to weapons materials then... well, you can make short swords out of any stone, remember? Any of them.
Hasn't that been broken for a long time, though? Last I remember, the material for a stone short sword wound up being the *wood* used to make it, not the stone.
I'm pretty sure it's all working now, as I've made some Sylvite Short Swords in my current fort. Unless it's using the wood material and calling it the rock material, which seems unlikely. However, I should warn that they're not necessarily much better than wooden short swords.
Don't stop believing
Now with appropriate link.Quote from: Threetoe, todays logDon't stop believing (http://www.youtube.com/watch?v=rfUYuIVbFg0).
Woah-oo-OOOOOOOHH!
Bring on the mundane arc! The little, tiny things are the ones that define tone the strongest.
There is a whole lot of music I genuinely enjoy that most other people only seem to appreciate on an ironic level. Rick Astley, for starters.
There is a whole lot of music I genuinely enjoy that most other people only seem to appreciate on an ironic level. Rick Astley, for starters.
Bring on the mundane arc! The little, tiny things are the ones that define tone the strongest.
Hmm no more 14 people living in the same house? I certainly can get onboard that train.
As I remember correctly people of this time period, who weren't rich, actually didn't spend too much time at home.
Maybe in future versions there will be different kinds of profaning and other methods (druidic rituals, cursed items or even the old classic bored gods)Already confirmed. The only question is whether they'll get into this next release or if it'll wait for later.
I'm a bit disappointed that it seems like we won't be able to chain sun fearing vampires outside in df mode for make-shift torches.Depending on exactly what part of that sentence your interest lay, that can be modded in. It remains to be seen whether we can mod in a syndrome that causes sunlight to burn the victim. If it's about making a torch...
That said it would be nice to have a definite way of creating fires now that we're going to be besieged by undead hordes that will keep coming back.Magma.
Finally, do you have any idea how much I look forward to modding in a whole bunch of drugs thanks to indigestible syndromes?I think the word you wanted is "ingestible".
Finally, do you have any idea how much I look forward to modding in a whole bunch of drugs thanks to indigestible syndromes?I think the word you wanted is "ingestible".
Speaking of which, how about indigestion as a symptom? Reducing the nourishing value of food and causing random pains would be a fairly bad condition.
Will rich people have any more furniture, or perhaps higher quality furniture in their houses?
City maps, climbing, and jumping and then I'll have an ASCII turn based assassin's creed! Then I can live out my fantasy of being a superhero in a low fantasy setting.
I can totally see players dropping vampires into the food stores to create vampire fortresses.
City maps, climbing, and jumping and then I'll have an ASCII turn based assassin's creed! Then I can live out my fantasy of being a superhero in a low fantasy setting.
I can totally see players dropping vampires into the food stores to create vampire fortresses.
The building blocks of the boring are also the building blocks of terror
Really though, hovels needed beds, tables and chairs in the first place, more then they needed ghosts haunting them.
Really though, hovels needed beds, tables and chairs in the first place, more then they needed ghosts haunting them.
THis line demonstrates everything that is strange about the priorities of video game designers over almost any other career. Who else designs a house and the first thing on their interior checklist isn't tables, beds, families or food storage but the tortured souls of the deceased.
How long (in real time) does the 'Full Moon' phase in Fortress mode last?
Would it be possible to create a were-beast that creates a permanent change to a dwarf (rather then just activating on the a full moon?)
He gave an account of an attack in the dev log. Check that out. It's long enough.Quote from: Toady OneQuote from: IT000
How long (in real time) does the 'Full Moon' phase in Fortress mode last?
It lasts a little over two game-calendar days, whatever that comes out to in real time.
If the wiki is to be trusted that's ~2.4 minutes, is that really enough time to have some Fun?
Would it be possible to create a were-beast that creates a permanent change to a dwarf (rather then just activating on the a full moon?)I don't know if it would be technically a werebeast, but creating something that worked like that would be pretty trivial to mod in, I'd think.
Currently, villages houses doesn't even have a floor.Ummm... well that's kind of accurate actually...
Yup. Trampled dirt floors is the way to go. At least for the poor. More well-to-do farmers would do well with an actual floor, I guess, if only to show the difference.
When will item damage be revisited?
This was a missed development goal back in the Great Overhaul of 2010™, and it seems critical for an economy that items be not only produced but also consumed and worn out...
Are we sure item damage/decay is not it? I mean in the world-gen?
There are lots of goods moving around now. It has taken a lot of iterations to get it up to this point, since trade imbalances and over-production that grind the whole system to a halt are fairly easy to come by. The more industries that get tracked in world gen, the more everything moves freely, which is nice. We've had to manage lots of decay rates to keep goods from getting massively stockpiled when they shouldn't realistically be stockpiled.
Those will be placed in general shops and warehouses for the time being. [...] The same should happen with extra food....general stores, absolutely ¤stuffed¤ with plump helmet stew and kitten roasts... Adventurers, rejoice! You just got *RESTAURANTS*!
Hey, I just thought of something. Since you are working on fleshing out cities now:
Will you also be putting back in non-human settlements and fleshing them out?
Hey, I just thought of something. Since you are working on fleshing out cities now:
Will you also be putting back in non-human settlements and fleshing them out?
Short answer: unfortunately, no.
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Bomrek Lokumlokum, King, has mandated the construction of a gemstone ball-pit.
The information stored there includes the source civilization, so a family could be the proud owners of a dwarven stone cabinet, for example, complete with dwarven artwork with the right materials, and the number of dwarven stone cabinets in the town would be the precise number that were traded in over the years.YES
Hmmm... imagine strange moods, but with technically/!!science!!/megaproject -inclined authorities getting ideas for usable military or other artifacts that would otherwise not be commisionable by the player...Bomrek Lokumlokum, King, has mandated the construction of a gemstone ball-pit.Bomrek Lokumlokum, King, has mandated the construction of a gemstone spitball ballista.
Will people who are cursed as werebeasts know that they have killed people when they turn back to normal form? Will they be remorseful or get extra depressed if they know that they killed a loved one while a werebeast?Worldgen figures don't have the capacity to become depressed or remorseful at the moment.
Will people who are cursed as werebeasts know that they have killed people when they turn back to normal form? Will they be remorseful or get extra depressed if they know that they killed a loved one while a werebeast?Worldgen figures don't have the capacity to become depressed or remorseful at the moment.
Will people who are cursed as werebeasts know that they have killed people when they turn back to normal form? Will they be remorseful or get extra depressed if they know that they killed a loved one while a werebeast?Worldgen figures don't have the capacity to become depressed or remorseful at the moment.
He isn't necessarily talking about worldgen, could apply to fortress mode as well... but I don't think so, Toady hasn't written or said anything about it, although it would be a quite Fun thing to have. But there was no time for a secretitive mood in his devlog :P
Huh. I wouldn't be surprised if the things they did still registered with them ("Had a good fight recently; mourned the loss of a friend recently") even if that's not quite the same as "knowing" what they did.
This is a bit random, but it's been on my mind for a while... And it's probably already been asked. :\That's not been possible since sprawl went in around .12 and Toady has said it won't be possible for towers either as it's silly. So no, don't expect cities to be valid embark sites in the new version.
Will we be allowed to embark on a city in fortress mode? If so, will it be (relatively) functional, or, at the very least, inhabited?
Will rich people have any more furniture, or perhaps higher quality furniture in their houses?
Will there be multi-room or even multi-story houses for single people/families?
Adventurer Role: Thief
* Valuables and mansions
o Towns with large entity populations should have sections/quarters with varying residence quality etc.
o Mansions/villas out of the way as well
o Many high quality dwarf mode style items in these places
...
Will vampires have coffins in their house instead of beds?
Quote from: FieariToady, many of your forumites are repeatedly linking the Wikipedia Vampire Traits list. Are you actually intending to try to implement all these traits, or is this merely wishful/hopeful thinking on the part of your fans?
I don't think it's feasible to do everything there now. Just doing some things is okay.
Will houses have windows? Expanding on that, is there a chance that something like an adventurer openable curtain item might be included, allowing surprise sun attacks on vampires?
Can transformation-curses be performed on a creature that is already transformed? Ie, could a (modded) creature do the were-albatross-becoming-thing, and then turn into something else when it's were-form is hit with it's own were-albatross-blood? (Form 1 -> Form 2 -> Form 3 -> etc) Can these changes be made permanent, so that when form 3 wears off, the creature remains as form 2?
Quote from: piecewiseHeres another for you. Will the game have certain curses take precedent over others? Ie, if I get bitten by a vampire and then by a were-moose, will I transform into a blood sucking moose man every full moon? If I raid a tomb is it possible that I'll find an undead necromancer vampire were-axolotl?
It doesn't allow some combinations. Right now it allows for a vampire werebeast, which is strange, and may or may not be allowed.
Would it be possible to create a were-beast that creates a permanent change to a dwarf (rather then just activating on the a full moon?)
Will curses like those for vampires and were-creatures be able to put in subtle 'tells' on the affected creature when it isn't transformed? Such as hairy palms for werewolves, fangs and pasty skin for vampires, etc.
I haven't gotten to any of the werewolfy/vampirey curses yet, but there's a significant time/delay issue with doing partial body modification, especially ones that add parts, but smaller modifications aren't a problem. A complete guess at this point would be that we'll be doing both, in the sense that a vampire-style curse, in addition to all the non-body stuff, could also increase teeth size for any tooth part it finds, while leaving the "race" the same (with possible choices to do a wolf/bat/cloud transform perhaps), whereas a werewolf-style curse might turn you into a werewolf creature which would have its own definition. That's as likely as anything. Not to imply that randomly generated vampire/werewolf interactions will stick so closely to the generic image. But those two kinds of body modifications are likely to be handled (small modification or total overhaul, with partial overhaul being the hard one likely to be left out this time).
Will you also be putting back in non-human settlements and fleshing them out?
Quote from: freeformschoolerwill the town revamp starting with the next release finally give us elf/dwarf settlements with actual elves & dwarves?
Doing those prior to the dwarf mode army arc releases is the current plan, so that you have something to attack. So in between the caravan releases and the army-related army arc releases. If it comes up, it might happen sooner, if it's forced in some way by the trading, but that might not be how it works out.
This is a bit random, but it's been on my mind for a while... And it's probably already been asked. :\
Will we be allowed to embark on a city in fortress mode? If so, will it be (relatively) functional, or, at the very least, inhabited?
Quote from: AquillionWith this... would it be possible to easily add an init option or worldgen parameter to re-enable dwarves embarking on top of other people's sites? I'm curious whether this would make the game respond 'properly' now if dwarves try to embark on a dark fortress or somesuch, making for something interesting.
Actually, would it be possible to allow the dwarves to embark on 'hostile' sites in general in the main game, as long as there's no friendly population there? It seems like "deal with the undead, then settle in their tower" could be a fun (and challenging) way to start a fortress.
Adding an init option wouldn't make the game respond any better than it was when it was broken, so I think I'm misunderstanding something. There's something fundamentally silly about allowing those embarks, but I don't have a problem with the init option in principle. But it takes time to make sure that everybody is properly hostile in that artificial environment, so I haven't been eager to fix it up. That said, we've been toying with the idea of allowing some embarks on thoroughly bad places. We'll see what happens.
Of course, I think with the current value/economy system, there is a high risk of breaking the world by flooding it with pigtail socks and cheap stone crafts :(
So do suspecting that it would be a problem? Perhaps got any short term placeholders to help prevent that? (such as pop-size based limits of exports of certain items)
Quote from: Xgamer4Just how in-depth will the caravan arc be? For example, if I flood the food market for years straight, will the populations of cities I trade with skyrocket to reflect the increased availability of food? And, if I were to suddenly cut off that access, will there be mass starvation? Also, will this, and, say, poisoning the food exports be viable ways to weaken others before trying to attack, when that comes up?
I'm not sure if you're going to be able to have much of an effect on the food market, since that isn't going to be your specialty as a dwarf fortress vs. the thousands living in human villages. Steel weapons, on the other hand, could cause trouble eventually. We'll be tracking every item to some extent -- depending on the amount traded out, it might have to abstract down to type and material, but we'll try to keep as much as we can.
I also hope that mountainhalls will become visible on the map again. New Dark Towers also seem to not appear. the prerequisites seem inconsistent, human hamlets are always visible, but dwarves never, goblins sometimes, kobolds never (but that is good).The mountain halls, dark towers, and forest retreats that appear on the map (and mountain halls can certainly appear there) are the major settlements, equivalent to the human towns. Those that don't appear are the minor settlements, equivalent to the hamlets. Presumably Toady needs to choose new symbols for the minor settlements, which he might base on whatever structures end up being found there. The main reason that mountain halls rarely are seen seems to be the starvation problem Toady has tackled here.
I have taken a long break from Dwarf Fortress (over 2 years) and it has been quite a long time since I posted in the forums, though I do follow what is going on with Dwarf Fortress on a regular basis.If you're going to do Adventure, I recommend waiting for the new version, since then you'll have proper cities with proper markets to explore, and tombs to raid. The current game mostly is just going to where bandits or trolls or megabeasts live, and killing them. Markets will add a bit of commerce to that, and tombs at least have traps and curses to contend with. And there's all the other new night creatures, which add substantial variety to things.
I recently fired up a few new fortresses to get back in the groove of things and learn how all the new features work... first time playing the DF2010 version(s). So much has changed. Quite cool.
At some point I have to try Adventure mode... it almost sounds like their is a game there now.
Anyway, I just wanted to say how exciting all the changes look and I can't wait for the new version.
Keep at it.
In relation to what Knight Otu said is it planned to have the world map symbols be selectable so that graphic packs can represent them with a proper sprite?
like what we have now with the true type fonts support?In relation to what Knight Otu said is it planned to have the world map symbols be selectable so that graphic packs can represent them with a proper sprite?
...or maybe a complete decoupling of the text user interface from the graphics tiles? Even though I think that can be complex (and boring) to do.
Anyway this is my first post on bay12forums. Toady, you're doing a very good job, Dwarf Fortress is great!
like what we have now with the true type fonts support?
The truetype font support does that. You can turn that on in init, though it's not really done yet because Baughn got a job part way through doing it.like what we have now with the true type fonts support?
No, what i meant was the sharing of the symbols between the text interface (like the "prepare to the journey" screen) and the graphic tiles.
When using a tileset (I use phoebus') for example the male symbol is replaced with a bag, or the "<" with a staircase, and that can be misleading if you are in an interface screen. (The vanilla version obviously is not affected by this problem).
I'm sorry if I can't explain myself well, I'm not a native English speaker. (I put this on my signature as well)
Woosh I avoided the Footkerchief answering tyraid.
What basic concepts are you thinking of for constructs? Will we see beasts with weapons grafted into/replacing limbs are just mish-mashes of creature parts
I ask this because if the RNG is allowed enough room with this, I foresee many humorous(or fearsome) foes. "it has -iron maces-" for feet." "A humanoid with the pincers of a Giant Desert Scorpion."
I haven't done custom bodies yet because although I've had a custom body framework in for about as long as we've had bodies, that framework has never been tested so won't work without a lot of help. We were planning on doing those things (using the light red N), but if we get to it we were thinking of limiting it to otherly-sized body parts, sutures and grafted-on weapons, which is all do-able without going to full custom bodies.
Do children of were-creatures inherit the curse? How about similar curses?
Will we be able to embark on necromancer towers? And if so, will they be visible on embark, or hidden, like caves?
Quote from: AquillionWith this... would it be possible to easily add an init option or worldgen parameter to re-enable dwarves embarking on top of other people's sites? I'm curious whether this would make the game respond 'properly' now if dwarves try to embark on a dark fortress or somesuch, making for something interesting.
Actually, would it be possible to allow the dwarves to embark on 'hostile' sites in general in the main game, as long as there's no friendly population there? It seems like "deal with the undead, then settle in their tower" could be a fun (and challenging) way to start a fortress.
Adding an init option wouldn't make the game respond any better than it was when it was broken, so I think I'm misunderstanding something. There's something fundamentally silly about allowing those embarks, but I don't have a problem with the init option in principle. But it takes time to make sure that everybody is properly hostile in that artificial environment, so I haven't been eager to fix it up. That said, we've been toying with the idea of allowing some embarks on thoroughly bad places. We'll see what happens.
Also, will there be any more bug-fixing releases before this night creature release?
Toady right now you really want to take away the ability for anything to really end the world and I can see why. Afterall many of these creatures can destroy the world and no one can do anything about it. Do you think in the future you would allow such "world ending" conditions to exist but give the civilisations, heros, and benevolent creatures the consciousness and means to actually combat it? For example Vampires who do transform with every bite, but the amount of generated heat would cause different levels of vampire clensing within a city
Quote from: NeonivekToady with the mythos/plot generator, will it be possible for it to set up Armagedon scenarios or at least situations where the mass destruction of the world is possible? Both in World Generation and when the player is involved (afterall the world ending during World Gen would be boring outside of the planes arc).
-I am mostly reminded of one person's failed attept to break into the HFS. His fortress was destroyed and the demons that poured out and proceeded to destroy much of the world due to the sheer number of powerful beings.
Originally, we had a few broad arcs for a world's life. There were the fading out ones (which is most like the current system, just because nothing comes back), the marches toward apocalypse, the cyclic ones, and the sort of "gothic" style where there's an established order and you just sort of cower against it on the bottom rung. That kind of division is no longer in the cards really, but the notion of having powerful forces and established metaphysical facts like a predestined ending to the world are all still floating around. I guess it would be amusing if the world ended during world gen -- it would just be a reject, he he he. In terms of the demons and all that, once the pre-siege individuals are thinking about things, both anything you've released and the mega beasts and so on will begin to be more than just random attack events, which should be cool.
toady, do you have a timeline to overhauling the weapons(and items in general) to be multi-material(studding/difference between blade and handle)? is this something that will come during the caravan arc(i remembered some kind of combat overhaul being on the dev-list for one of the releases)? and do you have any plans already to how ornaments will impact combat(eg. will a steel-sword with silver-images on the blade be worse than a silver-sword against a weak-to-silver-Ń?)?
do we have to wait for the personality-rewrite for nightcreatures to spread false rumours about their weaknesses or will something like this come earlier/later?
Are werecreatures generated off of a hardcoded list of creatures, or creatures in the raws, so we'll get weird stuff like Weremagmacrabs and Wereseamonsters?
QuoteQuote from: EmeraldWindAssuming the werecreatures are randomly picked from the normal creature raws, are there any creatures that are excluded from being picked for the curse? For instance, megabeasts, inorganic creatures, or civilized creatures.Quote from: Knight OtuAre the wereforms taken from the same list as other random creatures, from existing creatures, or both?
It uses the forgotten beast system. Trying to parse the raws would be too messy I think, although something with variations could be doable though quite a bit more work to get right than what I'm doing now. If you want to add exotic wereforms in the meantime, the gods will use whatever curses you mod in for them, and I'll probably have some examples sitting there to look at.
Yep I remember it Footkerchief. luckly for me it doesn't eliminate my question. *wipes forhead*I don't know what's lucky about that. Surely having an answer to your question is the preferable outcome?
Still standing baby!
In the past, Neonivek has tried to ask Toady questions, and Footkerchief has shut him down due to misunderstandings with the question itself. I think. My history may be wrong.Yep I remember it Footkerchief. luckly for me it doesn't eliminate my question. *wipes forhead*I don't know what's lucky about that. Surely having an answer to your question is the preferable outcome?
Still standing baby!
In the past, Neonivek has tried to ask Toady questions, and Footkerchief has shut him down due to misunderstandings with the question itself. I think. My history may be wrong.Yep I remember it Footkerchief. luckly for me it doesn't eliminate my question. *wipes forhead*I don't know what's lucky about that. Surely having an answer to your question is the preferable outcome?
Still standing baby!
Currently, I noticed goblin helms tend to be branded with their civ's symbol. Will dwarven manufactured items and furniture have a way to identify which civ or entity the item was manufactured by. Or will there be no way to tell where the item came from for the time being?
SnipI was thinking something along the lines of a cheap light workaround. The properties of windows might be altered in such a way that it checks for light around each side and projects it 'x tiles in that direction' or something to that effect. I realize it was a bit of a longshot and bordering on a suggestion, but it feels like we're getting close to the expansion or even fix for some of the light-related issues. Toady could ignore it at this minute, but he's kind of jumping around and getting larger swaths of fixes of varying degrees in and at this moment light is a logical next step with light-related syndromes and night creatures.Will houses have windows? Expanding on that, is there a chance that something like an adventurer openable curtain item might be included, allowing surprise sun attacks on vampires?
Light only shines straight down in DF, and that's not likely to change anytime soon.
-snip
Sometimes creatures will get knocked unconscious by blows to the head, independent of pain effects. This sometimes happens when it only bruises the muscle, other times it fails to happen when the skull is shattered. Can you tell us a bit about what factors determine this?
*chop*
As usual, there's no specific timeline for features that aren't explicitly listed on the release schedule. (http://www.bay12games.com/dwarves/dev.html)
I think that's due to pain. You can tell depending on whether it says "gives in to pain" or "has been knocked unconscious".Sometimes creatures will get knocked unconscious by blows to the head, independent of pain effects. This sometimes happens when it only bruises the muscle, other times it fails to happen when the skull is shattered. Can you tell us a bit about what factors determine this?
Sometimes this happens if a bone is chipped as well.
SnipI was thinking something along the lines of a cheap light workaround. The properties of windows might be altered in such a way that it checks for light around each side and projects it 'x tiles in that direction' or something to that effect. I realize it was a bit of a longshot and bordering on a suggestion, but it feels like we're getting close to the expansion or even fix for some of the light-related issues. Toady could ignore it at this minute, but he's kind of jumping around and getting larger swaths of fixes of varying degrees in and at this moment light is a logical next step with light-related syndromes and night creatures.Will houses have windows? Expanding on that, is there a chance that something like an adventurer openable curtain item might be included, allowing surprise sun attacks on vampires?
Light only shines straight down in DF, and that's not likely to change anytime soon.
-snip
Sometimes creatures will get knocked unconscious by blows to the head, independent of pain effects. This sometimes happens when it only bruises the muscle, other times it fails to happen when the skull is shattered. Can you tell us a bit about what factors determine this?
SnipI was thinking something along the lines of a cheap light workaround. The properties of windows might be altered in such a way that it checks for light around each side and projects it 'x tiles in that direction' or something to that effect. I realize it was a bit of a longshot and bordering on a suggestion, but it feels like we're getting close to the expansion or even fix for some of the light-related issues. Toady could ignore it at this minute, but he's kind of jumping around and getting larger swaths of fixes of varying degrees in and at this moment light is a logical next step with light-related syndromes and night creatures.Will houses have windows? Expanding on that, is there a chance that something like an adventurer openable curtain item might be included, allowing surprise sun attacks on vampires?
Light only shines straight down in DF, and that's not likely to change anytime soon.
-snip
By this logic, though, a window allows light in horizontally while empty space doesn't. Seems like a bizarre solution with counterintuitive properties.
Dwarf fortress: Histories of monsters and furries :DPlease don't try to push your fetish onto DF. Animal men are vile beasts, subhuman and abominable. You can't yiff them.
Nice to see the animals going in. While I do reckon Toady ought to take the time to do animals right, these don't really need anything in particular.
I would have paid money to see him finish the cities and NOT put anymore silly animals in the game. Animals can be made by modders, or anybody that can double click on the raw files that have animals in them, for that matter. If you want some stupid animal in your game, mod them in there.You misunderstand. The animals he's putting in, they are also adding in tags for modding and game mechanics that didn't exist before so that these animals can be represented better. Honey was not an industry until bees were added in thanks to this drive. Etc.
Bees were the number one request. The ones we are on now are further down the line and may not get any tags at all.I would have paid money to see him finish the cities and NOT put anymore silly animals in the game. Animals can be made by modders, or anybody that can double click on the raw files that have animals in them, for that matter. If you want some stupid animal in your game, mod them in there.You misunderstand. The animals he's putting in, they are also adding in tags for modding and game mechanics that didn't exist before so that these animals can be represented better. Honey was not an industry until bees were added in thanks to this drive. Etc.
nah, he said he's gonna try to make new tags for pretty much all of them.The latest devlog seems to imply otherwise.
From the sound of the devlog he may tone it down a bit, but he might make tags that benefit more than one creature (for example: armadillos, turtles, hedgehogs, etc all have a tendency to roll up in a ball or compress themselves, so a tag that allows a creature to enter a defense mode might be in order), but a tag that only affects specific animals might be too much (ex: a hedgehog's tendency to spread poison on their quills (which hedgehogs currently lack quills anyway)). So basically, the more common tags might have priority. I imagine he wouldn't do something as elaborate as honey industry again, either for the time being.nah, he said he's gonna try to make new tags for pretty much all of them.The latest devlog seems to imply otherwise.
I gues most of it goes by template but toady has to check if the transition between the animal and the template-creature works without messing the new tags up.
Also after checking the raws on a Platypus I found something odd. I thought only the males had venom.The same is true in the raws. Well, the way creature materials work, females technically do have the venom as well, but only the male has an attack to inject it.
Also after checking the raws on a Platypus I found something odd. I thought only the males had venom.The same is true in the raws. Well, the way creature materials work, females technically do have the venom as well, but only the male has an attack to inject it.
Oh well, at least I get to play as a squidman adventurer(a la Davy Jones), with an axe in each of my face-tentacles, hacking ten-plus people apart at once. :)
The truetype font support does that. You can turn that on in init, though it's not really done yet because Baughn got a job part way through doing it.like what we have now with the true type fonts support?
No, what i meant was the sharing of the symbols between the text interface (like the "prepare to the journey" screen) and the graphic tiles.
When using a tileset (I use phoebus') for example the male symbol is replaced with a bag, or the "<" with a staircase, and that can be misleading if you are in an interface screen. (The vanilla version obviously is not affected by this problem).
I'm sorry if I can't explain myself well, I'm not a native English speaker. (I put this on my signature as well)
I have some questions about the development cycle: The next release will be the "Caravan Arc Release 2" or it's unrelated and involves only night creatures and curses? There are other arcs that are overlapping with the caravan arc? (Some of you talk about a new army arc)
Next release will be "Caravan Arc release 1." It is going to include new town maps and night creature stuff.
After that there'll be some bugfixing releases and then on to "release 2" which may or may not include more that is stated on the schedule. Army arc is supposed to be after entire Caravan Arc (those nine scheduled releases) is finished.
Well if your not going to actually use the animal then there was no point in including it in the drive for the most part.
Though I am confused. So Toady actually has to create by hand every Beastman and every Werebeast? I thought it was a template creature.
I certainly look forward to the day when the sentient creatures are less bared to you.
Never really liked this animal drive thing, he's spending a lot of time on animals that may as well get replaced down the line by a more procedural animal production system. Such as instead of having cows and bison we just have a bovine type that gets different traits based on it's biome and a few random doodads added.
And no I'm not just saying this because weasels aren't in yet.
Will tortoise men tuck into their shells? That would be adorable.
I'm sad that crabs probably won't make it into the first release, by the sound of things. I'm not sure what kind of signature mechanic they could add, besides maybe mating dances.Maybe by introducing mating dances, we would get rid of "spores" since the crabs would probably have to be in close proximity of one another for the mating dance.
On the contrary, because it's a magical curse it does magic things. Such as change the chromosomes in every single cell in your body and creates a fully functional reproductive system of the other gender. So for example, you end up in a completely female body, but have a lifetime of memories of a male. You cannot tell anyone, because they'd know you are cursed.YAPPAPPA- YAPPAPPA- II SHAN TENThe hell is this moonspeak?
hashagu koi wa ike no koi
YAPPAPA- YAPPAPPA- II SHAN TEN
mune no tai wa dakareTAI
The whole gender changing curses seems to be a fairly common trope in fantasy games. I don't have much doubt that it will find it way into Dwarf Fortress at some point.
Be interesting if Toady decides to go with the whole gender change thing or just changing appearence, guys having children after a gender bender curse seems a bit iffy to me...
When Toady mentioned Kiwimen, I thought it meant fruit-men, like the plump-helmet-men.
I'm sad that crabs probably won't make it into the first release, by the sound of things. I'm not sure what kind of signature mechanic they could add, besides maybe mating dances.
They could be parasitized by that worm that takes over the gonads of the crab, basically turns it female, wraps its tendrils over the entire crab, and then has the crab pop out parasite babies for the rest of its life. A nightmarishly dramatic transformation-reproducing syndrome like that would be worthy of an addition.
Next version, any dwarf that starts to alternately display a plumphelmet symbol or have tendrils of fungus emerging from his/her beard after visiting the underland caverns, will be locked outside -or better yet- incinerated in magma!I do hope so! We really only need two tokens. (one of which we might already be getting). First, we need the ability for syndromes to alter behavior. It appears we'll at least be able to make creatures to berserk/aggressive. Perhaps it will be low-hanging fruit to also be able to have them go melancholy or into gibbering insanity. That lets us add insanity syndromes to heavy metals, too :)
This sounds like too tempting a surprise feature for Toady to pass up. ;)
Will tortoise men tuck into their shells? That would be adorable.Man... I love being a turtle.
Was I the only one who looked at turtle-men and thought, "god, i have to mod in ninja weapons and strips to cover the eyes"
Next version, any dwarf that starts to alternately display a plumphelmet symbol or have tendrils of fungus emerging from his/her beard after visiting the underland caverns, will be locked outside -or better yet- incinerated in magma!I do hope so! We really only need two tokens. (one of which we might already be getting). First, we need the ability for syndromes to alter behavior. It appears we'll at least be able to make creatures to berserk/aggressive. Perhaps it will be low-hanging fruit to also be able to have them go melancholy or into gibbering insanity. That lets us add insanity syndromes to heavy metals, too :)
This sounds like too tempting a surprise feature for Toady to pass up. ;)
And then, obviously, we need the "give birth to nightmare inducing abomination" token as suggested by darkflagrance ;) A syndrome token that causes the infected creature to give birth to a specified race would be super cool for more than just this one thing. Xenomorphs from the Alien movies, for example. Bonus points if it allows for the specification of a different caste distribution than the default for the target race. So that you could have a race with a few casts, but one of them has 0 probability of being born. But the ones that can be born can infect other creatures, and those creatures give birth to the third caste. That would need a lot of work to function in world-gen, though. Or perhaps not, since night creatures already do something similar in world-gen.
Along those lines, a curse that causes a person to give birth to assorted random monsters (forgotten beast generator style) is a very mythological sort of curse to be meted out by vengeful gods. (OK, I think the Greek monsters like Hydra, the Nemean Lion etc were birthed by a titan, not a mortal woman, but still!) It may even be a way to keep a world's forgotten beast/titan populations up, rather than allowing forgotten beasts to reproduce directly, which has been suggested. An epic-level quest might be to find and kill a women cursed by the gods to give birth to monsters for all eternity. Sounds easy until you remember that she'll be surrounded by a menagerie of forgotten beasts!
Was I the only one who looked at turtle-men and thought, "god, i have to mod in ninja weapons and strips to cover the eyes"
Next version, any dwarf that starts to alternately display a plumphelmet symbol or have tendrils of fungus emerging from his/her beard after visiting the underland caverns, will be locked outside -or better yet- incinerated in magma!I do hope so! We really only need two tokens. (one of which we might already be getting). First, we need the ability for syndromes to alter behavior. It appears we'll at least be able to make creatures to berserk/aggressive. Perhaps it will be low-hanging fruit to also be able to have them go melancholy or into gibbering insanity. That lets us add insanity syndromes to heavy metals, too :)
This sounds like too tempting a surprise feature for Toady to pass up. ;)
And then, obviously, we need the "give birth to nightmare inducing abomination" token as suggested by darkflagrance ;) A syndrome token that causes the infected creature to give birth to a specified race would be super cool for more than just this one thing. Xenomorphs from the Alien movies, for example. Bonus points if it allows for the specification of a different caste distribution than the default for the target race. So that you could have a race with a few casts, but one of them has 0 probability of being born. But the ones that can be born can infect other creatures, and those creatures give birth to the third caste. That would need a lot of work to function in world-gen, though. Or perhaps not, since night creatures already do something similar in world-gen.
Along those lines, a curse that causes a person to give birth to assorted random monsters (forgotten beast generator style) is a very mythological sort of curse to be meted out by vengeful gods. (OK, I think the Greek monsters like Hydra, the Nemean Lion etc were birthed by a titan, not a mortal woman, but still!) It may even be a way to keep a world's forgotten beast/titan populations up, rather than allowing forgotten beasts to reproduce directly, which has been suggested. An epic-level quest might be to find and kill a women cursed by the gods to give birth to monsters for all eternity. Sounds easy until you remember that she'll be surrounded by a menagerie of forgotten beasts!
Crabs should add proper mechanics for claws and their strength.
That would be very useful.
Can undead get syndromes/curses?
Can undead get syndromes/curses?
It's a logical assumption. Most mortal creatures have [CREATURE_CLASS:GENERAL_POISON] that causes them to be affected by the usual syndromes; venom, poison clouds, et cetera. Forcing any "undead" to have [CREATURE_CLASS:UNDEAD] or some such would make them vulnerable to poisons that were explicitly designed to damage non-specific undead with [SYN_AFFECTED_CLASS:UNDEAD], be they procedurally generated or modded in.
I suppose this is the sort of day that doesn't usually get a dev log.
I think he was saying that, in the days before daily updates, this is the kind of day that would be left out. Nonetheless, I agree wholeheartedly; even for uneventful days, being kept up to date with the development of the game helps to abate my impatience for the release.QuoteI suppose this is the sort of day that doesn't usually get a dev log.
Not at all. Glad to get these daily updates about where you're at. It keeps me interested and endlessly fascinated by the process.
QuoteI suppose this is the sort of day that doesn't usually get a dev log.
Not at all. Glad to get these daily updates about where you're at. It keeps me interested and endlessly fascinated by the process.
I have a feeling this must have been covered before, but I'm throwing it out here anyway, especially in light of how adventure mode/legends are just going to keep getting more interesting now...
Are there any plans to make surnames pass down in family lines? As it is now, it's very difficult to get a sense of families as a unit, because there's no way to tell if people are related without going out of your way to check for it.
Quote from: TaritusAlrighty, there's something that's always bugged me. I like to start fortresses in worlds without a living dwarf civilization, because I like the whole building a fortress over time via births, and I've noticed that children don't take the name of either their father or mother. I'm wondering if in the next release there will be any changes to inheritance of names or if there is some cultural reason that's acting as a placeholder for now as to why dwarves don't have family names.
Dug this up from an ancient thread on that very topic:It's true, due to sheer laziness there are no rules for name transfer. If I do that, it'd be part of the civ defs and randomizable probably.
Oh, and this too...I'm afraid to see p/matronym based names once adventurers start having kids now that name entry is in. My child would have had the F word!
It'd be interesting to see dwarves take one part of the compound name from one parent, and one part from the other.
I imagine players locking Bombreck Gripboats and Urist Steelbodice in a room, chuckling merrily.
QuoteI suppose this is the sort of day that doesn't usually get a dev log.
Not at all. Glad to get these daily updates about where you're at. It keeps me interested and endlessly fascinated by the process.
...an elf bone carver running a bone craft shop. I guess the forest got knocked all the way out of that one.
Good to hear that urban elves aren't as pansy as their wild kin.
Pfft, they only mercilessly devour their foes because it's some nature thing and they don't want to waste their kills. If they were truly badass they'd do it because they were bored and/or hungry.
Good to hear that urban elves aren't as pansy as their wild kin.
You seen Legends mode right? They are anything but a pansy.
Will trade embargoes be handled at some point in the Caravan Arc?
As it makes sense for two civs who were recently at war and will likely war again to avoid shipping one another weapons.
This brings up an interesting question; if elves are going to start being able to trade for metal armor and weapons... aren't they going to just steamroll everybody in worldgen?
Always annoyed me that NPCs tend to be invulnerable.Oh no, NPCs are definately not invulnerable. you just cant target them with your army.
You can do that now, actually.Always annoyed me that NPCs tend to be invulnerable.Oh no, NPCs are definately not invulnerable. you just cant target them with your army.
I don't think so. The only reason they don't use metal is because they lack the means or will for metalsmithing. Metal and rock are those "more ethical" products the elves mention they like when you trade with them. It's bone and wood they find unethical, their wood is supposedly better because they don't overexploit the forest or only use dead wood or something. Come to think or it, it's a bit weirs they don't use the bones of naturally dead or the ones they kill - if they have to eat their foes to not waste the meat, how fome they think it's okay to waste the bones? They make perfect arrows, clubs, tools and bowls.
I just read "Weaponsmith and Cave Crocodile (http://df.magmawiki.com/index.php/DF2010:Stories#.22Weaponsmith_and_Cave_Crocodile.22.2C_a_poem_by_Urist_McShakeSpear.)", a poem by Urist McShakeSpear. It's a creative spin on the old cursed frog prince fairytale. And it got me thinking about discussions in this thread about ToadyOne's work on curses.This!
Will curses eventually be developed in a way that Adventurers will be able to cure an intelligent creature cursed into an animal form with something as mundane and simple as a kiss or hug?
Similarly, will there be a chance for dwarves in Fortress Mode to encounter a talking cursed creature and the player be given the option to lead their dwarves to find a cure for it... with cured being either joining the fort or giving them some sort of reward?
I mean could the native americans even cut out a creatures entire nerve system if they tried? Heck could we even do it today?)
know when you chew on a chicken leg, and you get that stretchy chewy white long bit?
thats not a tendon. Thats a big ass nerve bundle.
Those look fantastic!No, that's clearly adamantine. Can't you tell the difference? Besides, it's insulting to imply that the humans would ever build a wall out of anything but the very strongest mineral accessible.
Also... Mmm, microcline! Best stone ever.
Wow, the new pictures are amazing. I'll admit, the first tile-level shots were very jarring for me, since the towns fit perfectly into the surrounding terrain... and the original town maps made them look like they existed within a vacuum. I noticed that the portion of @'s vs U's was pretty even-ish; what's the distinction here? Am I remembering wrong and U is used for Elves?
Wow, the new pictures are amazing. I'll admit, the first tile-level shots were very jarring for me, since the towns fit perfectly into the surrounding terrain... and the original town maps made them look like they existed within a vacuum. I noticed that the portion of @'s vs U's was pretty even-ish; what's the distinction here? Am I remembering wrong and U is used for Elves?
U is human bro.
Yes, but aren't the @'s also human? If so what is the distinction? If not, what do they represent? Up until now, I've mostly seen them as only adventurers in the current player's party.Wow, the new pictures are amazing. I'll admit, the first tile-level shots were very jarring for me, since the towns fit perfectly into the surrounding terrain... and the original town maps made them look like they existed within a vacuum. I noticed that the portion of @'s vs U's was pretty even-ish; what's the distinction here? Am I remembering wrong and U is used for Elves?
U is human bro.
Getting around is going to be a nightmare of epic proportions!
Behold! Our hero in the quest to find the store before he runs out of food and starves!
How are we going to be able to find things in the city? It was unreasonably difficult before cities were HUGE!
How are we going to be able to find things in the city? It was unreasonably difficult before cities were HUGE!
I did not find it difficult at all. You could report success to anyone, and a given market usually had 1 or more of every main type of shop you could want, all within 1 or 2 travel map tiles of each other. And you could always find markets by the yellow boxes.
Will fort-manufactured items that are traded to outside civs now be properly tracked and owned?Items are already tracked and release five will enable this to effect anything.
Quote from: zweiSo, how are wounds and missing limbs handled when you transform to something else?It negates wounds now, but I'm considering stockpiling them so that your old wounds reappear when you revert. The difficult part is moving the wounds over to the new form, and I'm not doing that. All medical devices pop out or come off when you transform.
If my left front hoof gets chopped off while i am transnfromed to weregoat, will i miss left hand when i get turned back to humanoid?
...[snip]
Also, some of those houses have saplings growing inside. Hilarious.Actually those are probably rat weed or some other food plant.
and REALLY HIGH ceilings
1) Are those lower case "e"s human children?
2) Are the occasional floor grates ("#") in the paved roads for covering up potholes?
uhm, I was expecting more monumental temples, akin to how castles are handled. I can't see them in the city, nor in the schematics
Nor food stockpiles in any inns.Well, there are no inns yet, so there wouldn't be any food stockpiles in them anyway. I didn't see any food shops though, now that you mention it. Also, two shop types are currently always empty, one of them with the general store/cloth sign, and the other with the crown(?) sign, so I guess there's still some things to be done. And just noticed that the shop chests aren't placed for the shopkeepers to keep their money - or is that in cabinets now?
also : bottomright town1 119 : this building is filled with tables, those people in the backroom are going to starve unless they can destroy/move the furnitre around.Tables don't block movement. Shopping would be pretty hard if they did the way things work right now.
hm, i have the impression the towns dont really feel natural or logical. dont get me wrong, i think they really look awesome and interesting, just not too much like real towns. but i might also be totally off, i guess one needs to walk in them as an adventurer first to be able to get an impression of whats really going on.
>Yeah, noticed too that the chests were gone. Oh well, this is a peek into the development of town layout. We are expecting too much pollish. ;)Nor food stockpiles in any inns.Well, there are no inns yet, so there wouldn't be any food stockpiles in them anyway. I didn't see any food shops though, now that you mention it. Also, two shop types are currently always empty, one of them with the general store/cloth sign, and the other with the crown(?) sign, so I guess there's still some things to be done. And just noticed that the shop chests aren't placed for the shopkeepers to keep their money - or is that in cabinets now?
Tables don't block movement. Shopping would be pretty hard if they did the way things work right now.huh? I thought they did.
How are we going to be able to find things in the city? It was unreasonably difficult before cities were HUGE!
QuoteQuote from: AqizzarChalk me up for another person who think the cities would likely be a bear to navigate, by the current standards of navigation in Adventure Mode.Quote from: UntelligentWhen towns have various important buildings in them and other stuff to do, will there be any plans to prevent intra-city walks from being too long and monotonous?Quote from: darkflagranceWill there be any kind of navigational tools like signposts or slabposts, or perhaps even a system where villages guide adventurers in place so that the player doesn't easily get lost in these cities?
The things we are looking at now are letting people move along roads on the travel map (they already appear there), and where internal walls make that have too small a resolution, to provide a new zoomed-in-3x map splitting the travel map that a resolution appropriate for all city travel. Then there's asking directions. You should not end up having to take 800 steps to get straight across town -- if there is a road without obstacles, it should just be the 15-17 steps on the travel map, and if there's an intervening wall or river, you might have to take ~50 steps on the 3x map. We'll see how these maps interfere with a sense of exploration in new cities, and then uncover them as you move around, perhaps, or limit their use in extreme cases perhaps. In any case, I'm going to try to remain mindful of the annoyances.
toady, what percentage of the game or how many features(just a number is enough for me), if anything at all, would you personally consider finished(in the sense of not being a placeholder for something else to come)?
[...] on the subject of version numbering, 0.31 referred at the time to 31 of the specific dev 100 core items being finished. Then we changed dev systems and the version number was on hold for a while. Now it refers to being 0% complete done with a new list that counts for 0.69 of the version number, but the new slightly unsettled list pretty much corresponds to the old core items, so it's not much of a change.
What are the plans for obtaining armor to fit non-humans? Will an elven/dwarvern smith in a human city produce armor sized for their kind in the human style, or will non-humans have to rely on imports?
Quote from: Lord ShonusWill size ever matter for trading, and will you ever get the ability to make things sized for creatures larger/smaller than yourself? For example, would a human caravan refuse (or pay less for) dwarf-sized armor because it will be harder to sell? Will you be able to make human-sized armor for trade instead?
Yeah, size will matter in world gen, and it's very likely that non-fitting clothes won't command very much from traders now, if they even want to take up space with them. I'm not sure about producing clothes for other races. I guess it makes sense that you should be able to go into that export trade if you want to take a stab at it, but it's not something that's a high priority.
I think one reason the towns look a little artificial is how the road system is created
Given the percentage of non-humans living in cities, there should be a lively trade in goods for these minorities as well.However, given the other races adopt the culture of the humans when settling in human cities, all that means is more booze and small clothing. Somebody is going to make a post once the new version hits exclaiming "I found an elf who's a woodcrafter!"
At the least, inhabitant race should have an impact on demand for specific racial items in the overall trade balance of a comunity/site.
Yeah, those are sewer grates that connect down into the sewer system, with a shaft when necessary (you can see the shafts in some of the pictures, like in the black part near the top of Town 1, el 119, with corresponding grates at el 120).Seems to me it would be ideal to have a pretty wide range of temple sizes, considering that throughout history, there's pretty much always been both large, grand places of worship for those who could afford to build such a thing, and smaller churches for folks living in poorer and more remote areas, for less popular gods, or even just for people who didn't or couldn't fit in the big church. I don't know how many non-me people would like to wait for the implementation, but I'd certainly consider it worthwhile.
It is place the temples on small lots now (it is even screwing up and not picking the best ones for some reason), but when I handle market squares I might give the temples some more room as well. We'll see. They aren't used by people for ceremonies or anything yet, so the floorspace isn't that important yet, but it should be changed.
to provide a new zoomed-in-3x map splitting the travel map that a resolution appropriate for all city travel.
Given the percentage of non-humans living in cities, there should be a lively trade in goods for these minorities as well.
At the least, inhabitant race should have an impact on demand for specific racial items in the overall trade balance of a comunity/site.
I didn't see anything that could be the warehouses Toady talked about in earlier devlog posts though.Neoskel, found this for you:
Huh. In the schematics, there are pretty big dark-gray buildings with thick lines around them, one for each town. Where these buildings are in Toady's embark area, only their empty ceiling area is shown, and they have many internal walls. Are those warehouses, perhaps?
Yeah, those are the warehouses. Fill every tile in them with random items of every variety you see in the shops and you have the picture. Bins in time.
toady, what percentage of the game or how many features(just a number is enough for me), if anything at all, would you personally consider finished(in the sense of not being a placeholder for something else to come)?[...] on the subject of version numbering, 0.31 referred at the time to 31 of the specific dev 100 core items being finished. Then we changed dev systems and the version number was on hold for a while. Now it refers to being 0% complete done with a new list that counts for 0.69 of the version number, but the new slightly unsettled list pretty much corresponds to the old core items, so it's not much of a change.
The old core items are listed here. (http://bay12games.com/dwarves/dev_single.html)
hm, i have the impression the towns dont really feel natural or logical. dont get me wrong, i think they really look awesome and interesting, just not too much like real towns. but i might also be totally off, i guess one needs to walk in them as an adventurer first to be able to get an impression of whats really going on.
Do you mean they don't look like real modern towns or real medieval towns?
I think they are very organic-looking. They don't look planned in any way. There are a lot of details lacking (like windows on the houses, bins, proper floors (at least on the shops) and workshops (where the goods are produced?)
Given the percentage of non-humans living in cities, there should be a lively trade in goods for these minorities as well.
At the least, inhabitant race should have an impact on demand for specific racial items in the overall trade balance of a comunity/site.
Ideally, clothings wouldn't even be sold in shops - you'd either have to order a tailor-made piece (if you were rich), or purchase cloth and have your wife stitch something (if you were poor). Clothing shops are a result of industrial revolution and mas productions.
But I guess the same goes for most other DF industries as well (for example, I don't think there should be furniture shops). The game is full of anachronisms. Except bees. Those are historically correct, for some reason. :)
-placement of furniture and items in a way i can absolutely not understand(storage as the entrance-room / rooms with randomly scattered tables, cabinets, beds(a bed in the middle of a room?) and chairs / ... )
so overall they just dont look like any town, neither modern nor medieval, because there is too much stuff where i would think: wtf, who would _do_ something like that?
I noticed another bug in one of the maps. On the east, middle-ish side of the first citySpoiler: Room with three walls. (click to show/hide)
kitty cat head-bumps
touch-range curses
Quote from: devlogkitty cat head-bumpsQuote from: devlogtouch-range curses
Just throwing that out there... ;D
Now maybe Cats will be able to clean the several layers of crud off of things.
Now maybe Cats will be able to clean the several layers of crud off of things.
What could possibly go wrong when cat licks off some FB blood from its paws and swallows it...
How much do cats actually digest of stuff they are cleaning? I don't THINK they actually injest it... but I am not sure.
How much do cats actually digest of stuff they are cleaning? I don't THINK they actually injest it... but I am not sure.
A "That's what she said" would be particularly inappropriate here, I guess. Oh, well.How much do cats actually digest of stuff they are cleaning? I don't THINK they actually injest it... but I am not sure.
Hairballs suggest that they swallow quite a bit.
Toady, with the new "cleaning" effect in, will you update soap so it uses the new cleaning tag ? Also, does cleaning only remove layers of dirst/blood/whatever or does it have real medical properties, like prevening infections ? Will we be able to mod in adventurer reactions for cleaning wounds ?
If you're trying to understand the deep reason to my question, it would allow reactions of the type "rub yourself with said object/material". And when these are done, not only do they substantially expand modding capacity (allowing on top of my head modding in warpaintings), but they make coating an object with a material a much lower hanging fruit. What I'm failing to do here is subliminally pushing Toady into a possibly awesome feature creep. Sorry about that.
With the brief material breath attack rewrite, is the minor bug where liquid glob attacks shoot out solid globs instead fixed?
I suppose it's not that important, but it's something that's been bothering me since 31.01.
I hope firebreath/randombreath/webs/fireballs/flows get merged to the point where they all work within a system that is understandable. Dragonbreath being magic nuclear instadeath (unless you block it!) seems kinda crazy, and almost all the other attacks are messed up in one way or another. It would be especially nice to make some forgotten beast silk socks for Urist to wear to the prom.It would also be nice to have proms for urist to wear his nice silk socks to.
Make a pretty statue garden and burrow all of the children in there. One of them will eventually start a party.I hope firebreath/randombreath/webs/fireballs/flows get merged to the point where they all work within a system that is understandable. Dragonbreath being magic nuclear instadeath (unless you block it!) seems kinda crazy, and almost all the other attacks are messed up in one way or another. It would be especially nice to make some forgotten beast silk socks for Urist to wear to the prom.It would also be nice to have proms for urist to wear his nice silk socks to.
Make a pretty statue garden and burrow all of the children in there. One of them will eventually start a party.I hope firebreath/randombreath/webs/fireballs/flows get merged to the point where they all work within a system that is understandable. Dragonbreath being magic nuclear instadeath (unless you block it!) seems kinda crazy, and almost all the other attacks are messed up in one way or another. It would be especially nice to make some forgotten beast silk socks for Urist to wear to the prom.It would also be nice to have proms for urist to wear his nice silk socks to.
I hope firebreath/randombreath/webs/fireballs/flows get merged to the point where they all work within a systemthat is understandable.that can be used from players in adventure mode and weaponized in fortress mode
Make a pretty statue garden and burrow all of the children in there. One of them will eventually start a party.I hope firebreath/randombreath/webs/fireballs/flows get merged to the point where they all work within a system that is understandable. Dragonbreath being magic nuclear instadeath (unless you block it!) seems kinda crazy, and almost all the other attacks are messed up in one way or another. It would be especially nice to make some forgotten beast silk socks for Urist to wear to the prom.It would also be nice to have proms for urist to wear his nice silk socks to.
in confinement, and given enough time, it is dwarven nature to PARTY
What I noticed that all the roofs are flat. They should be slanted to keep off rain, and steeply slanted in any climate with snowfall. Maybe have roofs made out of ramps instead of just floors.
But, y'know, those are just details. In all, I'm really liking these new towns. I'm curious to look at them with a visualizer like Stonesense or Overseer.
7 feet tall from floor to floor, 2.5 feet on each edge. +-1 foot for each tile.
Tiles are definitely cubic. The geometry doesn't make sense otherwise.
Nope. Diagonal movement takes 1.41 times as long.Tiles are definitely cubic. The geometry doesn't make sense otherwise.
It doesn't make sense anywise. Diagonal movements take the same time as movements along an axis, so tiles aren't even square.
The entire reason for high ceilings is because of how the ramps work. Without 2 tile high houses, there's way too much roof walking.Ah, that makes sense. Thanks for the quick answer!
The entire reason for high ceilings is because of how the ramps work. Without 2 tile high houses, there's way too much roof walking.
The cities are looking great so far but I do have one question. Are there any plans for, humans at least, to avoid building into the sides of hills? Right now some of the shots remind me of the Shire. In my family's first home there were huge steps cut into the hillside on which homes were built and walls to hold the dirt back but never have I seen a house surrounded on most sides by dirt like in the shots you posted. Perhaps some landscaping would solve the roof walking problem?
Just out of curiosity, why not have roof walkers? Sure it's unrealistic, but a night creature that jumps from roof to roof would easily allow him to sneak into buildings, and would make the battle more interesting, do you chose to stand your ground? or do you chose to dodge and chance a fall. Additionally a group of bandits that have set up a small camp or some random cache would make it just as interesting as the sewers.
Just out of curiosity, why not have roof walkers? Sure it's unrealistic, but a night creature that jumps from roof to roof would easily allow him to sneak into buildings, and would make the battle more interesting, do you chose to stand your ground? or do you chose to dodge and chance a fall. Additionally a group of bandits that have set up a small camp or some random cache would make it just as interesting as the sewers.
Just out of curiosity, why not have roof walkers? Sure it's unrealistic, but a night creature that jumps from roof to roof would easily allow him to sneak into buildings, and would make the battle more interesting, do you chose to stand your ground? or do you chose to dodge and chance a fall. Additionally a group of bandits that have set up a small camp or some random cache would make it just as interesting as the sewers.
It's fine to have creatures walking on roofs sometimes. I think what Toady was getting at was that 1-tile-high buildings leave many roofs at ground level (on slopes), which makes roof access too easy and commonplace.
This is how I interpreted it as well. It's one thing for adventurers and bandits and creatures of the night prowling the rooftops, it is quite another for those same rooftops to be the neighborhood shortcut. If nothing else, the owner of the house would take measures to keep people from tramping over it all day and all night.Although, in the long run, I'd love to see sufficient randomized cultural variation to permit this norm to be occasionally subverted (http://en.wikipedia.org/wiki/%C3%87atalh%C3%B6y%C3%BCk#Culture).
I have spent most of my childhood in a 400 years-old house with the ground at roof level on the rear and left side, and a slope on the right. The walls were mostly made of stones approximately 60cm, 20 cm and 30cm of length, width and depth respectively. This house used to be the servants' quarters back then, and a few centuries before, the building it was built onto was a stable.
So nope, it was done at that time. It's not the most likely to be found, but it was lovely. Only bad sides were that it was litterally freezing inside in winter (it turns out having a few tons of wet soil behind a stone wall does not help with humidity either). Oh, and the walls slowly curved and will probably keep on for only a few decades now.
Good sides : temperature was perfect in summer.
Diagonal movements take the same time as movements along an axis, so tiles aren't even square.Nope. Diagonal movement takes 1.41 times as long.
Diagonal movements take the same time as movements along an axis, so tiles aren't even square.Nope. Diagonal movement takes 1.41 times as long.
This is often asserted, but I have never seen it confirmed. I came to my conclusion by running around in arena mode with a stopwatch, but perhaps my experimental design was flawed.
Diagonal movements take the same time as movements along an axis, so tiles aren't even square.Nope. Diagonal movement takes 1.41 times as long.
This is often asserted, but I have never seen it confirmed. I came to my conclusion by running around in arena mode with a stopwatch, but perhaps my experimental design was flawed.
movement uses standard euclidean distances when calculating times (ie, it root 2's the diagonal)
Anyway, yeah, diagonal moves take longer, by approximately 362/256. The actual step times are only 10 or so, which doesn't multiply up very well, so there are some random elements to get it back to around 362/256, ostensibly, on average.
On the topic of movement; Will creatures with different movement patterns (leaping across squares, for example), and jumping skill for playable characters be added (Jumping 1-2 squares over a a gap, or jumping out of hiding in order to ambush)?Jumping and climbing are planned for the future (http://www.bay12games.com/dwarves/dev.html).
# Movement
* Improved swimming (holding breath, currents, etc.)
* Ability to climb in adv mode
* Ability to jump in adv mode
Jumping and climbing are planned for the future (http://www.bay12games.com/dwarves/dev.html).That's coo-Quote from: dev page# Movement
* Improved swimming (holding breath, currents, etc.)
* Ability to climb in adv mode
* Ability to jump in adv mode
There's no telling when it might come, especially as Toady has mentioned potential creature pathfinding problems with regards to jumping. Some sponsorship animals might want jumping and climbing, but if it's too much to code, it won't go in despite that.And now I'm sad.
All you have to do is search Toady's post history for 'diagonal': (http://www.bay12forums.com/smf/index.php?topic=1709.msg24055#msg24055)Quote from: Toady Onemovement uses standard euclidean distances when calculating times (ie, it root 2's the diagonal)
Well, corpses decay after a time.Unless they're mummified. I'd expect some form of preservation, if only to keep the catacombs from smelling like death.
Well, corpses decay after a time.corpses do, yes, but do skelletons do so when underground?
Well, corpses decay after a time.corpses do, yes, but do skelletons do so when underground?
After skeletonization has occurred, if scavenging animals do not destroy the bones, the skeleton of mid to large size mammals such as humans takes about twenty years to be completely dissolved by the acids in many fertile soils, leaving no trace of the organism. In neutral pH soil or sand, the skeleton will persist for at least several thousand years before it finally disintegrates. Infrequently, however, the skeleton can undergo fossilization, leaving an impression of the bone that can persist for millions of years.
Well, corpses decay after a time.
Well, corpses decay after a time.
I am still waiting for some corpses to decay. Mind you they died very specific deaths.
Well, corpses decay after a time.
I am still waiting for some corpses to decay. Mind you they died very specific deaths.
I meant corpses in real life.
Well, corpses decay after a time.
I am still waiting for some corpses to decay. Mind you they died very specific deaths.
I meant corpses in real life.
Maybe I am too. Maybe I am talking about a person who fell into a vat of salt and another who collapsed in a giant jar of pickles.
Has Toady mentioned when he plans to work on the other sites that was removed previously?
Such as :
Dark Fortress
Elven Retreats.
Dwarven Fortresses.
Took me a while to figure they only appear on the world map but are non-existant ingame , its a pitty the wiki is quite unclear on these matters and the release notes doesnt mention a lot about it either.
From the last thread: (http://www.bay12forums.com/smf/index.php?topic=60554.msg2069500;topicseen#msg2069500)Quote from: Toady OneQuote from: freeformschoolerwill the town revamp starting with the next release finally give us elf/dwarf settlements with actual elves & dwarves?
Doing those prior to the dwarf mode army arc releases is the current plan, so that you have something to attack. So in between the caravan releases and the army-related army arc releases. If it comes up, it might happen sooner, if it's forced in some way by the trading, but that might not be how it works out.
The only other alternative is roofs at 45 degree angles, mind you.
I understand that these are sponsorship animals, and that donations were given under the pretenses of their addition, but I don't see any reason for Toady to give himself a real time limit on them as long as he adds the occasional animal every now and then.
My thought, as far as giving each sponsorship animal something unique, is that some of them won't need something special, and I anticipate many of them will end up being somewhat redundant- for example, all the poisonous snakes just have different toxins, and share the method of delivery (I don't see spitting cobras, anyway.) And if nothing else, I don't see much of an issue with waiting a long time to get them all done right (I say this despite my favorite Harp Seal being near the end of the list, mind you.) Although I can't speak for Toady's work habits, if it were me I wouldn't mind playing with animal stuff on weekends, or every other weekend, or whatever, just as a pleasant change of pace. Obviously that last sentence assumes that Toady's main concern is that he doesn't want to delay stuff for the fandom too long, instead of just being sick of doing animals already.
I don't think the devpage comment about "more than two years" is meant to be taken at face value - he's just saying that this particular one took much longer than expected.While yes, he said that it only would take that long if each animal got that much attention, there are still a number of potential animal behaviors coming up that could at least rival squid ink in complexity if he wants to do them. I can think of at least three, with two of them being reasonably near the current batch of animals.
Realistically, squid ink is likely the most complicated rewrite of the whole batch, with many of the creatures lower down on the list getting progressively more like "generic quadruped X".
To reiterate what I and others have said before, I'd rather see more meaningful and fundamental differentiation of animals before seeing more of them. There's no real point in having twelve different kinds of bears if bears and cats aren't even really differentiated yet except in size, for example, and when there are more fundamental issues with bodies and parts and tissues.
While yes, he said that it only would take that long if each animal got that much attention, there are still a number of potential animal behaviors coming up that could at least rival squid ink in complexity if he wants to do them. I can think of at least three, with two of them being reasonably near the current batch of animals.
And then it'd be back to the Arc stuff, with its 2 to 5 month development time. While I've personally felt that in the grand scheme of things the Sponsored Animals are a pretty big distraction. But being that it's put food on Toady's table and he does not want to leave sponsors waiting 2 years for their results....if he decided to spend 3 months cranking out animals and delay starting the next arc, I'd understand. The Army Arc is going to be a huge endeavor anyways, maybe he'll want a break after the Caravan arc and doing Sponsored Animals would be somewhat like one.
Anyhow, It was a donation drive where the stated promise was twofold:
*An animal with the name/description of the real animal chosen would be in vanilla DF
*Your name would be associated in a comment in the raws, if you wanted.
I understand that these are sponsorship animals, and that donations were given under the pretenses of their addition, but I don't see any reason for Toady to give himself a real time limit on them as long as he adds the occasional animal every now and then.
He feels that waiting more then a year is cheating and doing things halfheartedly.
At least that is the impression I get.
animal donors*chuckle* do they happen to be animals themselves or did they donate animals?
animal donors*chuckle* do they happen to be animals themselves or did they donate animals?
Any chance we might see Stumpy Wumples as a creature? (http://www.bay12games.com/subgames/stumpywumples.zip) I'd totally donate to have those guys added!
Any chance we might see Stumpy Wumples as a creature? (http://www.bay12games.com/subgames/stumpywumples.zip) I'd totally donate to have those guys added!
Though what is a stumpy wumple?The clue was in the question [mark]. Seems you can turn them into hexscuits.
Though what is a stumpy wumple?The clue was in the question [mark]. Seems you can turn them into hexscuits.
When is the improved siege stuff on the dev page going to begin? After the caravan arc?
Also, is gunpowder/explosions ever a possibility? It'd be interesting to use as both a weapon and for mining. It could probably also be used for various other stuff.
There have been dozens of gunpowder threads. (http://www.bay12games.com/forum/index.php?action=search2;params=YWR2YW5jZWR8J3wxfCJ8YnJkfCd8NXwifHNob3dfY29tcGxldGV8J3x8InxzdWJqZWN0X29ubHl8J3x8Inxzb3J0X2RpcnwnfGRlc2N8Inxzb3J0fCd8cmVsZXZhbmNlfCJ8c2VhcmNofCd8Z3VucG93ZGVy)
If you want an official answer, though, it's "maybe":Given that anything I add which is both highly controversial and unnecessary will be optional, people can afford to be calm about future additions.
A lot of it comes down to where I devote my energy. Technological innovations sort of fall into a category with projects like tileset support. These options would make some people happy and expand the audience, while taking up some of my time that other people want put somewhere else. As they get further and further away from what we've already got, they are less likely to have time found for them.
For those interested in a specific development timeline for gunpowder, I'll be faced with the question when I make the alchemist's workshop more interesting (assuming that workshop continues to exist). Handling the workshop itself is a middle-priority matter, since the game elements involved aren't crucial but the the building is languishing in a limbo surrounded by mysterious useless raw entries like golden salve and gnomeblight. I may or may not add optional gunpowder around that time. I don't know.
Regarding gunpowder and some basic associated technologies, I can see myself playing either way, really, since I'm not that picky. If I had to choose between having gunpowder on or off in a release distribution init file, it would be off, because Arnold got shot in Commando not Conan, and the Argonauts didn't get shot by handguns or cannons, and Medusa had a bow not a gun, and stuff. We grew up with that crap, and our core DF, our myth/fantasy game, mainly hovers around that sort of fluffy nostalgia, but it doesn't need to impact you more than a one line file change.Yeah, I'm aware of this. I've been thinking for a while of using their chemistry as the dwarven model, prior to gunpowder arriving in the mid 13th century. Plaster isn't the first time we've bumped into them. In any case, as plaster casts predate that by 300 years and had the direct mineral link I mentioned, I think it's all good. Dwarves should probably distinguish themselves in fields like this, if anything. It's their element, at least in part. Some of it'll depend on flavor (gunpowder is a decision like this more or less). I'll have to decide on a case by case basis, but I think most of it will go in. Our dwarves have more idle time than fighting crazy viking-style scottish dwarves.
edit: though they drink twice as much.
I just realized.
Material breath as interactions.
Whenever the adventure mode interface gets here (hopefully this release) you know what this means right? It means ADVENTURE MODE OVERPOWERED BREATH ATTACKS.
YES.
I just realized.
Material breath as interactions.
Whenever the adventure mode interface gets here (hopefully this release) you know what this means right? It means ADVENTURE MODE OVERPOWERED BREATH ATTACKS.
YES.
Now I don't wanna completely dash your hopes and dreams but I'm thinking he was talking more about the materiel breaths being merged into the same interaction system the new were critters and vampires and things use for the syndrome effects. I'm not Toady though, so I could be wrong. Feel free to maintain a sliver of hope.
I just realized.
Material breath as interactions.
Whenever the adventure mode interface gets here (hopefully this release) you know what this means right? It means ADVENTURE MODE OVERPOWERED BREATH ATTACKS.
YES.
Now I don't wanna completely dash your hopes and dreams but I'm thinking he was talking more about the materiel breaths being merged into the same interaction system the new were critters and vampires and things use for the syndrome effects. I'm not Toady though, so I could be wrong. Feel free to maintain a sliver of hope.
Greiger is right even he not being Toady. We could hope, however, that Toady will add a interface for all these interactions.
Toady, since you weren't planning to add livestock till release 3 (I believe) what use will livestock have to adventurers if you do have them this release? Will they act as unarmed companions? Expanding on that, what are the chances of being able to tame wild animals within the next few releases?
Since there will be food markets now, will adventurer hunger/thirst be re-enabled for this next version?
I hope you'll say yes. Even if you think it'd be too harsh on a player who just wants to ADVENTURE! all the time, it'd be better as an init option in that case. It'd just seem... Wrong, to have such awsome market places and not bother buying anything from them as an adventurer.
[snip]Butchery is not modded into Adventure mode, it's hardcoded. Cooking via reactions isn't possible as far as I am aware.
I don't know... I've heard of traders who were able to get fruit all the way from China to Britian on foot (though probably by sea)
And even the largest possible maps in Dwarf Fortress wouldn't get close to that sort of distance.
I guess I COULD measure the side of the largest world. I'll see how large it is by time.
Let me see... in a 12 hour period I was able to move (a bit over) 4 tile squares
I got 276x276 (probably a miscount) so let me see
Let me see in Ideal condition a person walks at about 3mph for about 8 hours (but I'll say 12, since I used 12) so according to my calculator the size of a world is
9936 Miles squared
Now the City of Toronto is about 2700 square miles while Great Britian is about 88,000 square miles.
So really... Dwarf Fortress sort of takes place in a sort of microcountry or island nation even on the largest world.
So it is by FAR realistic for Carrivans to even be able to transport goods from one side of the game ALL the way to the other without being too too worried about spoilage unless it could only be sold fresh.
Mind you I look forward to a possible, though unlikely, day when Dwarf Fortress can finally simulate sizes that could encompass a real country (or world) but even with all of Toady's extrapolations we just don't got the CPU (though in 5 years)
In my calculations, assuming tiles are 2.5 feet on edge on average, then the largest worlds are 100 miles long, or near enough to be about the same. That means that they could contain the big island of Hawaii.
Fixed that for you. 9936 miles squared is 98,724,096 square miles, which is roughly half of the earth's surface.Basic order of operations. "9936 miles squared" only squares the units, so it is equal to 9936 miles2, or 9936 square miles. Much how "pi r squared" means pi * r2 not (pi * r)2. But, 10 miles squared is not the same thing as 10 miles square. A mile square is what you're thinking of, not a mile squared. The D is very important. Of course if you just use metric, there's no such thing as a "kilometer square" to cause such confusion in the first place.
In my calculations, assuming tiles are 2.5 feet on edge on average, then the largest worlds are 100 miles long, or near enough to be about the same. That means that they could contain the big island of Hawaii.
Tiles are almost certainly cubic, and would have to be much more than 2.5 feet high.
The 1/8 of a planet comes from the desire for a diverse set of biomes, and the UK statements come from the tile size of the world (197376x197376). If you throw out a, say, 2 meter side to a tile (no need to start the tile size discussion again...), then you arrive at 155,829 km^2. The island of Great Britain is 209,331-215,595 km^2 according to different parts of wikipedia. The quest for a more representative island can begin at this time. South Island, New Zealand is looking pretty good. We can go all LotR movies there. That assumes the 4m^2 tile size of course, which is arbitrary. My calculations, are, as usual, suspect, so don't hold me to them.<p>[ January 28, 2008: Message edited by: Toady One ]
In my calculations, assuming tiles are 2.5 feet on edge on average, then the largest worlds are 100 miles long, or near enough to be about the same. That means that they could contain the big island of Hawaii.
Tiles are almost certainly cubic, and would have to be much more than 2.5 feet high.
Fixed that for you. 9936 miles squared is 98,724,096 square miles, which is roughly half of the earth's surface
While it is absolutely impossible to come up with a value that's consistent in all cases - remember the Hundred Sleeping Dragons but Only One Gnome problem - it seems like the only way they can even kinda sorta work is if they are tall rectangles rather than perfect cubes.
I also think that "the floor" is a thin layer BETWEEN each z-level. IE, if it's two meters from each floor to the ceiling directly above it, then there has to be some extra thickness for the floor/ceiling itself.
While it is absolutely impossible to come up with a value that's consistent in all cases - remember the Hundred Sleeping Dragons but Only One Gnome problem - it seems like the only way they can even kinda sorta work is if they are tall rectangles rather than perfect cubes.
Why? Something like 7 feet cubed works well enough. It sure doesn't work perfectly, but it's the least problematic. The game's geometry assumes that it's cubic, and quite frankly, it would be bizarre if it wasn't.QuoteI also think that "the floor" is a thin layer BETWEEN each z-level. IE, if it's two meters from each floor to the ceiling directly above it, then there has to be some extra thickness for the floor/ceiling itself.
No, the thickness of a floor is infinitesimal. Quick proof: A tile having a floor does not lower the amount of water it can hold.
Fixed that for you. 9936 miles squared is 98,724,096 square miles, which is roughly half of the earth's surface.Basic order of operations. "9936 miles squared" only squares the units, so it is equal to 9936 miles2, or 9936 square miles. Much how "pi r squared" means pi * r2 not (pi * r)2. But, 10 miles squared is not the same thing as 10 miles square. A mile square is what you're thinking of, not a mile squared. The D is very important. Of course if you just use metric, there's no such thing as a "kilometer square" to cause such confusion in the first place.
QuoteFixed that for you. 9936 miles squared is 98,724,096 square miles, which is roughly half of the earth's surface
No I did that mistake too and had to correct it. 9936 by 9936 is 9936 squared.
Or rather
9936= 9936
9936 Squared = 9936 x 9936
I use time as my measurement of distance since by all means that is the most significant.
So you're saying "9936 miles squared" as meaning equivalent to a square 9936 miles on a side, correct?
QuoteSo you're saying "9936 miles squared" as meaning equivalent to a square 9936 miles on a side, correct?
Yes.
The Sizes in Dwarf Fortress are mildly small when I use "Travel time" as the measurement of the world.
9936 miles squared is 98,724,096 square miles, which is roughly half of the earth's surface.
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There is something wrong with my math somewhere.
The Earth itself is 40,000x40,000 km
or 24,854 x 24,844 miles
So I'll need a different calculation here.
Let me see... in a 12 hour period I was able to move (a bit over) 4 tile squares
I got 276x276 (probably a miscount) so let me see
Let me see in Ideal condition a person walks at about 3mph for about 8 hours (but I'll say 12, since I used 12) so according to my calculator the size of a world is
9936 Miles squared
Which is why blindly reading answers off a calculator is not recommended.
(Fun fact: the unit for 9936 is tiles*miles)
I was assuming "9936 miles squared" meant "(9936 miles) squared", not "9936 (miles squared)" which is more accurately described as "9936 square miles".Google seems to think that 9936 miles squared and 9936 square miles mean the same thing:
Did we ever hear what Toady's mysterious month-end project was? Is that still a thing?
Did we ever hear what Toady's mysterious month-end project was? Is that still a thing?
When did he mention that? I am intrigued...
Well it IS the end of the month, and theres not likely to be a release today sooooo....
I bet it's a Kitten simulator. You play as a kitten with the ultimate goal of scratching your owner while he's doing podcasts.
so is markets replacing trade depots in dwarf mode? ill not green it because im sure someone other than toady knows the answer
When we get rid of caravan schedulle in favor of more worldgenny approach, you might get multiple caravans from different civilizations at once. (should be FUN if they are in war...), so you might need to set up multiple depots in order to be able to give each caravan offloading place.
That would naturally give in to "marketplace feel" of your trading district. Especially if you take your time to design warehouses, offices for your Trader(s)...
Are the "stalker" ghosts that toady talked about going to be in this release? And if not, have they been pushed to the next release or are they going to be on hold till "later" .We don't know. They are not among the already coded night creatures, but it seems likely that Toady will go back to night creatures after markets are done to add in some more night time evilness. As such, they could easily come in before the release still. He also has indicated that the first versions of stalkers, the animated furniture, the frankensteinian creatures, and the intelligent undead (which are those night creatures still missing with the best chances to get into the release) should not take the same amount of time as the first versions of necromancers, mummies, weres, and vampires did. If any of those night creatures end up being cut from the release after all, however, I would expect them to be on hold for a while, until they can go in with one or more of the three remaining night creature types.
Also, if he does stalker he might need some more types of stalkers, which means some more types of death. At the moment, people die of old age (not really stalker-worthy), killed in battle or of starvation. He specifically mentionned criminals sentenced to death, which means he'd have to implement some form of crime.
People are already executed in worldgen, for war-related reasons.QuoteAlso, if he does stalker he might need some more types of stalkers, which means some more types of death. At the moment, people die of old age (not really stalker-worthy), killed in battle or of starvation. He specifically mentionned criminals sentenced to death, which means he'd have to implement some form of crime.
I'm almost certain he's going to fake all that stuff. I.e. their generation isn't going to tied that heavily to world gen. It would be a Toady One thing to do, to say one Night Creature requires an entire writing of the justice and punishment system.....but he hasn't indicated that's what he's thinking. He'll probably make gibbets in the towns and assume that over time people have been punished there and one of them became a vengeful ghost haunting that site, and go from there.
people die of old age (not really stalker-worthy)
Random thought: if we can mod in touch related syndrome, it looks like our lead goblets can finally kill Elves! Hooray!
Random thought: if we can mod in touch related syndrome, it looks like our lead goblets can finally kill Elves! Hooray!Unless properly lined.
Random thought: if we can mod in touch related syndrome, it looks like our lead goblets can finally kill Elves! Hooray!Unless properly lined.
Granted, you might need to mod the dwarves to be resistant to lead poisoning... otherwise anyone that touches the lead goblets will get sick too...
Market seem to be kind of weird. Why everyone have same goods for trade? Yes, I've read note about them having stuff under prickle berries, but its still about ~100 traders selling same stuff at same place.
Also, as typically they would have to pack up and move goods back to storage each day, it would make sense to use wheelcarts of something like that instead of tables.
The market doesn't have to be situated in a square- What if they have a perfectly good green, or grass field just outside town? Would be spacier, and preferable to having cow turds all over the town centre, methinks.You're thinking backward. People don't make a town and then randomly decide to make a market. Markets grow up from enterprising fellows at crossroads, catering to farmers and travelers, and then people build homes near there, and towns form.
Of course, some would have markets in the town square. Me, I'm looking foward to buying a pet camel, walking it to the homes of my (hopefully rich) enemies, having it kick their heads in, and then loading it up with their belongings and leading 'em back to town. :D
This has probably been asked a ton of times, but any idea on when this update will be out?
This has probably been asked a ton of times, but any idea on when this update will be out?
Considering it's been 'done' enough to more than please most of us for a while now, all bets are off. :PIt hasn't been done. The markets and squares are an importnat part of cities, and those were put on hold for other things such as night creatures.
He just keeps adding more awesomeness, at this rate when it's released it'll probably overload my computer!
Toady we need your help!
We are under assault by a SUPER spammer!
We need the Hammer of Armok to slay so foul a creature!
Ohh gawd... they are everywhere!!!
Toady we need your help!
We are under assault by a SUPER spammer!
We need the Hammer of Armok to slay so foul a creature!
Ohh gawd... they are everywhere!!!
Will less direct effects of syndromes that are more narrativistic than simulationist be included in this Night Creature stuff? As a specific example, I'm thinking of vampires wearing black a lot, and cloaks often, but this question is more about the design philosophy than about that particular case.
Will vampires be able to have kids after becoming vampires? Would they have to breed with another vampire of the same type? If they can breed with a normal individual would the children be vampires? Or will vampires just be sterile?
Toady right now you really want to take away the ability for anything to really end the world and I can see why. Afterall many of these creatures can destroy the world and no one can do anything about it. Do you think in the future you would allow such "world ending" conditions to exist but give the civilisations, heros, and benevolent creatures the consciousness and means to actually combat it? For example Vampires who do transform with every bite, but the amount of generated heat would cause different levels of vampire clensing within a city
It is possible for adventurers to become necromancers/werebeasts/vampires, right? Or at least recruit a necromancer to join you?
You mentioned 6 legged wolves as an example for evil region cursed animals, will this work as just 1 six legged wolf or will it become it's own creature that can breed and have working populations. If they do have working populations does this mean that we could be getting greek style monsters such as a lion with a scorpion tail and bat like wings, aka a manticore.
I know it's certainly a bug as currently intended, but given the range of possibilities in raised creatures, is there any traction to the idea of a necromancer raising intelligent motile undead, and then being deposed by his creations? That's got a lot of literary history.
However I wonder if dungeons will occur in contexts other than just under cities?
Quote from: SerrationalWill were-creatures be possibly undead?Quote from: ChronasCan undead get syndromes/curses?
With the ingestion of vampire blood carrying the curse, would food or water that got spattered with it curse my dwarves as well when they eat it?
Can transformation-curses be performed on a creature that is already transformed? Ie, could a (modded) creature do the were-albatross-becoming-thing, and then turn into something else when it's were-form is hit with its own were-albatross-blood? (Form 1 -> Form 2 -> Form 3 -> etc) Can these changes be made permanent, so that when form 3 wears off, the creature remains as form 2?
(re: werewolf attacks) If the wiki is to be trusted that's ~2.4 minutes, is that really enough time to have some Fun?
Will curses like those for vampires and were-creatures be able to put in subtle 'tells' on the affected creature when it isn't transformed? Such as hairy palms for werewolves, fangs and pasty skin for vampires, etc.
Will villages get a rewrite too, or only towns?
Will people who are cursed as werebeasts know that they have killed people when they turn back to normal form? Will they be remorseful or get extra depressed if they know that they killed a loved one while a werebeast?
Conquered sites used to keep their old civ's structures, around which the structures of the new civ would be build if they were different. Once the dwarf/goblin/elf sites are more fleshed out in the army arc, do you foresee that this will be the case again?
Currently, I noticed goblin helms tend to be branded with their civ's symbol. Will dwarven manufactured items and furniture have a way to identify which civ or entity the item was manufactured by. Or will there be no way to tell where the item came from for the time being?
Sometimes creatures will get knocked unconscious by blows to the head, independent of pain effects. This sometimes happens when it only bruises the muscle, other times it fails to happen when the skull is shattered. Can you tell us a bit about what factors determine this?
toady, do you think the next releases will also 'bloat'/include many unforeseen(but juicy!) extras or will you try to stick closer to the slim announcements on the schedule?
Can (modded) creatures have a material weakness to the material from another creature? Like a vampire that is weak to werewolf teeth/claws a la Van Helsing. Will natural attacks using parts made from that material get the bonus against that kind of creature? That is, will bite attacks from a creature with silver teeth get bonuses against silver weak were-creatures?
Are material weaknesses respected in worldgen?
Toady, any plans for when are we going to be able to play the other non-(semi)megabeast sentiences in adventure mode? You added so many but so far only three are playable without modding, though not all of them may be what you envision as playable either
Will tortoise men tuck into their shells? That would be adorable.
Will it be possible for animal men to become werecreatures?
Regarding the gem cuts mentioned in the devlog. How will this affect gem decorations?
Will trade embargoes be handled at some point in the Caravan Arc?
Will curses eventually be developed in a way that Adventurers will be able to cure an intelligent creature cursed into an animal form with something as mundane and simple as a kiss or hug?
Similarly, will there be a chance for dwarves in Fortress Mode to encounter a talking cursed creature and the player be given the option to lead their dwarves to find a cure for it... with cured being either joining the fort or giving them some sort of reward?
I noticed the keeps were still just large empty rooms, any plans on giving them more detail before the next release?
No goblins either...town at war or are goblins just to antisocial to be allowed into town?
toady, how many percent of the implemented content would you consider still being a place-holder for a more complex/different/somehow overhauled version? (im not expecting more than a subjective guess here)
How exactly are interactions being handled? Is there a single action that handles all types of interactions, or is there a seperate action for every possible interaction? Will adventurers be able to perform interactions if their species is capable of them?
Toady, with the new "cleaning" effect in, will you update soap so it uses the new cleaning tag ? Also, does cleaning only remove layers of dirst/blood/whatever or does it have real medical properties, like prevening infections ? Will we be able to mod in adventurer reactions for cleaning wounds ?
If you're trying to understand the deep reason to my question, it would allow reactions of the type "rub yourself with said object/material".
With the brief material breath attack rewrite, is the minor bug where liquid glob attacks shoot out solid globs instead fixed?
Are tall ceilings going to be the norm once multiple floored buildings make it in? Will it depend on the type of building (A kitchen using fires would have a high ceiling with chimneys for ventilation, the carpenter's shop might not)?
Also, will shop owners live on the floors above/below their shop, or will they have morning commute? Will they have workshops to create goods, or will the process be abstracted?
The cities are looking great so far but I do have one question. Are there any plans for, humans at least, to avoid building into the sides of hills? Right now some of the shots remind me of the Shire. In my family's first home there were huge steps cut into the hillside on which homes were built and walls to hold the dirt back but never have I seen a house surrounded on most sides by dirt like in the shots you posted. Perhaps some landscaping would solve the roof walking problem?
About this dead-popcap, if unlikely, I can imagine it could become a problem if someone wishes to run history for 10000 years or so.
When a site reaches this cap, how will the dead be culled?
Will it simply not add new corpses, or will it use the FIFO-system removing an old corpse for each new entry?
Will there be some sort of weighing? (Not realistic maybe, but heck)
Will there be proper roofs (materials and triangular shape) or will they still be regular ol' flat floors?
Since there will be food markets now, will adventurer hunger/thirst be re-enabled for this next version?
I cut out breeding vampires since I didn't want to deal with it for this release, but I know it's a popular thing to have mixed-breed vampire slayers and that sort of thing, so it'll probably happen at some point.
I cut out breeding vampires since I didn't want to deal with it for this release, but I know it's a popular thing to have mixed-breed vampire slayers and that sort of thing, so it'll probably happen at some point.
Sir, I'd be eternally grateful if you pushed the half-vampire vamp slayers to sometime post version 1.00
No, really.
It's not dorfy.
Please don't.
Sir.
Quote from: MechanoidSince there will be food markets now, will adventurer hunger/thirst be re-enabled for this next version?
Hopefully. How it is handled during travel is the main issue. Since the time passes fairly quickly, it will probably be too annoying to force you to eat manually all the time (though there's an atmosphere argument for forcing you to do it depending on the exact frequency, as long as you don't have to zoom in to do it -- having an abstract camp on the travel screen would be cool, just a bit beyond the current sleeping). So I need to add eating from the travel screen, either automatically and/or manually.
[Eating/drinking enabled?]As long as i can die from thirst/starvation on a quest to kill a necromancer in his tower in The Desert of Thirst, that'll be simply awsome, even if i have to walk there manually (not travel mode) to do it. [edit - of course, assuming i don't die from infected blisters first, because the desert is EVUL and causes blisters]
Hopefully.
Quote from: MechanoidSince there will be food markets now, will adventurer hunger/thirst be re-enabled for this next version?
Hopefully. How it is handled during travel is the main issue. Since the time passes fairly quickly, it will probably be too annoying to force you to eat manually all the time (though there's an atmosphere argument for forcing you to do it depending on the exact frequency, as long as you don't have to zoom in to do it -- having an abstract camp on the travel screen would be cool, just a bit beyond the current sleeping). So I need to add eating from the travel screen, either automatically and/or manually.
The roguelike Caves of Qud does automatic eating/drinking from your inventory if you have it for overland travel that works pretty well. I think that an automatic system for Adventure Mode would work pretty well, provided that the game was smart enough to tell you that you are out of food/water. An automatic setting to refill waterskins when near fresh water might be nice, too. As would a basic auto-gather option. Maybe a percentage of time spent gathering setting so that you can balance food gathering with speed. So if you've got plenty of food or are in a hurry you can do no/minimal gathering and if you aren't in a hurry but don't want to spend too much time hunting you could just set a high gather-time and meander your way through the wilds.
>Falling on the ground from a distance even grants the right bonus for the ground's material
And lo, the players did begin working out a system for tossing goblins off of towers, trying to get them to land on the spots they're fatally allergic to.
>Falling on the ground from a distance even grants the right bonus for the ground's material
And lo, the players did begin working out a system for tossing goblins off of towers, trying to get them to land on the spots they're fatally allergic to.
Drop Goblins onto constructed steel floors. That should work. :D
Quote from: AreyarNo goblins either...town at war or are goblins just to antisocial to be allowed into town?
I haven't seen goblins in towns for a bit, but they had been moving into them in small numbers before. I'm not sure if it has been chance or if something is afoot. The intended result is that there be a few goblins here and there in town.
Just saying, I vote for delaying the release long enough to get in player Necromancers. Being able to get the secret tablets buried in the depths of a necromancer's tomb/tower would be severely less cool if you can't do anything with them.
When shall we see hammerer, beast tamer, etc, being fixed with their migrant issue.
When shall we see hammerer, beast tamer, etc, being fixed with their migrant issue.
I don't have an idea, but hopefully soon. To be honest, I'd sooner have a bug-free DF than any amount of cool, new, buggy features. Some bugs have been open for over a year now, and the game may become unmaintainable if more features are added before the old ones work.
The roguelike Caves of Qud does automatic eating/drinking from your inventory if you have it for overland travel that works pretty well. I think that an automatic system for Adventure Mode would work pretty well, provided that the game was smart enough to tell you that you are out of food/water. An automatic setting to refill waterskins when near fresh water might be nice, too. As would a basic auto-gather option. Maybe a percentage of time spent gathering setting so that you can balance food gathering with speed. So if you've got plenty of food or are in a hurry you can do no/minimal gathering and if you aren't in a hurry but don't want to spend too much time hunting you could just set a high gather-time and meander your way through the wilds.Some way of judging how much food and water you'll need might be nice, though, I guess we'd just get a feel for it.
Nevertheless, I'd still prefer a development cycle that fixes bugs before introducing new features. DF has boatloads of stuff already, feature-complete or not. Fixing bugs quicker would make this game a lot more playable than adding more and more stuff to maintain.
Nevertheless, I'd still prefer a development cycle that fixes bugs before introducing new features. DF has boatloads of stuff already, feature-complete or not. Fixing bugs quicker would make this game a lot more playable than adding more and more stuff to maintain.
I'm glad you aren't in charge then. This was discussed to exhaustion already. There is no point in fixing every bug when everything is subject to change. The game is completely playable now, and that is enough for me, and to a lot of people.
Also, please consider what you're saying. "Basically, the better metal will win" is the common design in every other RPG and no one ever complains about it. Here it wins because its mechanical properties are more suitable for the weapon used. I don't see why you're complaining.
Same here.
On an unrelated note, one problem I can see with automated edibles could arise when the game has you eat some dragon steaks you were saving to sell at the market when you got back to town instead of your rations of badger haggis.
Also, please consider what you're saying. "Basically, the better metal will win" is the common design in every other RPG and no one ever complains about it. Here it wins because its mechanical properties are more suitable for the weapon used. I don't see why you're complaining.
"The better metal wins" doesn't mean if you put 50 dwarfs in iron, and 50 in steel, the steel dwarfs will edge out the iron dwarfs. It means if you do that it will be 50 to 0 in favor of steel, since they are completely invincible (ok, not entirely, occasionally a shield bash might shatter a skull). The iron battle axes will hit the steel armor and they will deflect harmlessly, while the steel battle axe will be hacking limbs off like no tomorrow. Of course, give them blunt weapons instead of axes and now iron wins with its heavier weaponry that ignores armor.
This is, of course, pretty much how it actually works. But RPGs never do it that way, as opposed to always doing it that way. Because it's not fun, and it's not what's in books and on TV. Unarmored dude chops anonymous knights in full plate armor into ribbons, sword slicing through solid steel as though it were butter. It's never "knights bonk each other around a bit until one is too tired and bruised to keep up his guard, and the other stabs him in the armpit with a dagger".
There is a significant difference between "fixing a bug" and "replacing a placeholder with the fully-feature" in a game like DF. DF is ambitious on virtually every side of it. Each placeholder is there because a whole other arc of features is missing, so before fixing it said features have to be implemented. If you consider it that way, he is actively working towards fixing your bug. It's only the sheer scale of the projet that makes it a long way.
I'm not sure if you're saying that thats a bad thing or a good thing. Personally, I love that it stays as close to reality as possible because it gives a real sense of progression. If unarmored people could just go around hacking through chestplates like nothing then it would make armor entirely meaningless. As it is, good quality armor and weapons are very valuable because of their ability to defend and destroy better then anything below them. If we remove those properties that makes it like that, then all metals just become pseudo-equal and boring.Also, please consider what you're saying. "Basically, the better metal will win" is the common design in every other RPG and no one ever complains about it. Here it wins because its mechanical properties are more suitable for the weapon used. I don't see why you're complaining.
"The better metal wins" doesn't mean if you put 50 dwarfs in iron, and 50 in steel, the steel dwarfs will edge out the iron dwarfs. It means if you do that it will be 50 to 0 in favor of steel, since they are completely invincible (ok, not entirely, occasionally a shield bash might shatter a skull). The iron battle axes will hit the steel armor and they will deflect harmlessly, while the steel battle axe will be hacking limbs off like no tomorrow. Of course, give them blunt weapons instead of axes and now iron wins with its heavier weaponry that ignores armor.
This is, of course, pretty much how it actually works. But RPGs never do it that way, as opposed to always doing it that way. Because it's not fun, and it's not what's in books and on TV. Unarmored dude chops anonymous knights in full plate armor into ribbons, sword slicing through solid steel as though it were butter. It's never "knights bonk each other around a bit until one is too tired and bruised to keep up his guard, and the other stabs him in the armpit with a dagger".
Toady's schedule: new features release, "new bugs" bugfixing release, "old bugs" bugfixing release. It is perfecct - it advances this alpha stage game while letting it to be playable.
you have to remember that for every update he's doing 2 bug fix releases, so he's literally doing twice as much bug fixing as updating and you want him to do more?Yes. Feature creep (like whole undead&werewhatevers mini-arc) does not get its own release and bugfix release, rendering whole "release, bugfix, release, bugfix" business menaningless.
I cut out breeding vampires since I didn't want to deal with it for this release, but I know it's a popular thing to have mixed-breed vampire slayers and that sort of thing, so it'll probably happen at some point.
Sir, I'd be eternally grateful if you pushed the half-vampire vamp slayers to sometime post version 1.00
No, really.
It's not dorfy.
Please don't.
Sir.
I'd by worried that the game would make auto-eat either dangerous foods or things that you want to keep, such as seeds. In fact, I'm pretty sure that the game will never be smart enough to avoid auto-eating the foods the players want to keep, especially if you consider all the weird stuff people could mod (would the player prefer to eat the root that makes them go berserk, or the berries that make them turn into a ghost for an hour?). I'm hoping there's some sort of interface so that we can forbid things... I'd hate to learn my character ran out of water and auto-drank some vampire blood...
There is a significant difference between "fixing a bug" and "replacing a placeholder with the fully-feature" in a game like DF.
As per the add vs fix debate, you have to remember that for every update he's doing 2 bug fix releases, so he's literally doing twice as much bug fixing as updating and you want him to do more? The problem with that is that df is already relatively slow to add new content (or at least release this new content) and adding more bug fixing would only delay that. Bug fixing is important but it can't arrest development in favor of infinitely bogging the project down in fixing systems that might not even exist in a few more updates. Right now the important thing is keeping the game fixed enough to be playable and fun while moving toward the future.
It'll have to be balanced out, whatever it is, or else the world gen has to stop some short period before a known date sensitive calamity is going to happen. Then I think I mentioned before that heading toward an apocalypse is fine, and non-date sensitive ones are fine as well. It just has to be fun. If world gen ends up with too many rejects after doing several hundred years, that would be horrible. If a post-apocalypse world is playable and not all that common, then that's okay as well. It should be difficult to kill absolutely everybody without blowing up the world, and worlds with small isolated groups of humans clinging to life are cool, if a bit limited
1. If there are easy, raw based fixes that you really want to be done, then go do them yourself.There is a significant difference between "fixing a bug" and "replacing a placeholder with the fully-feature" in a game like DF.
That's true. There are still plenty of bugs and issues that fall into either category, and a lot of "placeholders" could be replaced with a fleshed-out, less-problematic version with not much cost now or in the future.
I do not personally believe in implementing features that do not work properly, and then leaving them working improperly for years.As per the add vs fix debate, you have to remember that for every update he's doing 2 bug fix releases, so he's literally doing twice as much bug fixing as updating and you want him to do more? The problem with that is that df is already relatively slow to add new content (or at least release this new content) and adding more bug fixing would only delay that. Bug fixing is important but it can't arrest development in favor of infinitely bogging the project down in fixing systems that might not even exist in a few more updates. Right now the important thing is keeping the game fixed enough to be playable and fun while moving toward the future.
You can't measure effort in number of releases; that's just silly and absurd. You also can't measure need that way.
You're also making the fairly typical excuses. Yes, it's true that sometimes it's not worth fixing something up past a certain degree because those systems may be replaced. This is not an excuse you can use against any suggestion that more bugfixing or polishing be done. The fact remains that there are plenty of changes and fixes that could be done now, wouldn't really take much time (such as simple raw value problems, to provide the most obvious example), and involve systems that were just implemented and wouldn't likely be replaced any time soon at all.
In my opinion, what would "infinitely bog the project down" is the continuous implementation of new features on top of new features when the previous "new features" don't actually work right, or have too many problems to reliably produce the correct results.
Could certain basic foods be fitted with some kind of tag that identifies them as safe to automatically consume while other edibles that may be valuable could be eaten manually?You could go a step further and give adventurers more general forbid or use options, similar in system to fortress mode, that will apply to everything normally happening automatically. Such as auto-burning torch/lamp oil or not when travelling at night, or auto-changing wound dressings and applying herbs at every meal.
3.In the end, because neither of us really know about how the inner workings of the game, so it's probably better to trust toady's scheduling.
1. If there are easy, raw based fixes that you really want to be done, then go do them yourself.
2. I did not say that no bug fixing or polishing should be done, just that there is a great deal being done already and that calling for a halt in development in favor of pure bug fixing isn't the best idea. New features keep people interested, keep donations coming and expand the game as a whole. The important thing is to not do too much of either. Personally, it all seems to be going right for now.
3.In the end, because neither of us really know about how the inner workings of the game, so it's probably better to trust toady's scheduling.
3.In the end, because neither of us really know about how the inner workings of the game, so it's probably better to trust toady's scheduling.
I find this one a fair argument. However, I still consider that requesting bugs to be fixed is just as fair as requesting certain new features. Toady may accept, Toady may decline, Toady may not even notice, but heck, at least I got to have my voice heard.
-rant-
What do you really fail to consider is that Toady is working alone (only he codes) on this project for nine years already. Dwarf Fortress isn't a standard software project that could use stand fundamental development practices.
There is a lot of problems, everyone knows it, but bugs are being fixed (over 150 reports last time, on six releases) and as I played recently, there are no gamebreaking bugs left, the game is really stable (didn't crashed once), military is working fine (I couldn't go back to old system now) so what are you complaining?
The problem with your argument is that Toady does both, so you really have no reason to complain. What do you want is a finished game now for what looks like selfish reasons(do you want to plaiy it now without bugs).
And by bringing this old argument back you wake up sleeping beasts like G-Flex, that won't leave the matter settle, ever.
Again, I'm aware bugs are being fixed, but what I question is whether or not the problems with recently-implemented systems will get fixed in the near future at all.
3.In the end, because neither of us really know about how the inner workings of the game, so it's probably better to trust toady's scheduling.
I find this one a fair argument. However, I still consider that requesting bugs to be fixed is just as fair as requesting certain new features. Toady may accept, Toady may decline, Toady may not even notice, but heck, at least I got to have my voice heard.
The problem with your argument is that Toady does both, so you really have no reason to complain. What do you want is a finished game now for what looks like selfish reasons (do you want to play it now without bugs).
It's mainly a difference in design philosophy, not that the bugs are game-breaking. Personally, I'm fine with the current features of DF, and have no problem with any additions. I'd just prefer bug fixes to new features for the time being. A matter of taste, and of course Toady isn't obliged to design the game according to my desires.Besides the "Alternate content and bugfixing", I think there's no relevant roadmap. There's certainly nothing as formalized as MoSCoW, because although I don't know what that is, I know Toady almost never uses stuff so formalized that it has a name. The problem with the notion of fixing bugs in lieu of adding content is that then you get no content. DF is far from finished, and polishing the placeholders is ultimately a waste of time, even if it might be nice in the immediate term.
However, I do have something of a reason for fixing bugs instead of adding features, the MoSCoW method. I know Toady has a lot more ambitious view than I do, so he'd probably group stuff differently than I do, but I consider that bugs *should* be removed, and features *could* be added. Of the people I've introduced DF to and who got past the initial difficulty of learning the interface, three decided to leave the game until it's more stable. None left because they felt the game lacked a feature they wanted. Eventually though, it's useless to argue this because Toady probably has a roadmap that's thought-out well enough.
Well, I'd prefer to have new features over more time spent bugfixing.
Toady has fixed all the bugs that were bothering me (mostly the hospital ones, along with laggy ghosts), and he's already spent a ton of time fixing bugs that could have been spent working on new features. And I'd rather have necromancers attacking my fortress with an army of zombies than, say, the correct values for the various materials in the raws. Because I don't really care whether copper has the right tensile strength (I seriously doubt that will change my playstyle at all), but I do care about fighting a desperate last stand against heaving hordes of ravening undead.
Well, I'd prefer to have new features over more time spent bugfixing.
Toady has fixed all the bugs that were bothering me (mostly the hospital ones, along with laggy ghosts), and he's already spent a ton of time fixing bugs that could have been spent working on new features. And I'd rather have necromancers attacking my fortress with an army of zombies than, say, the correct values for the various materials in the raws. Because I don't really care whether copper has the right tensile strength (I seriously doubt that will change my playstyle at all), but I do care about fighting a desperate last stand against heaving hordes of ravening undead.
Well, while we are being selfish here, I would prefer fixes to bugs that bother me over features you would want.
Or, what about this: He could work on features I want to have but leave any undead bugs unfixed because I could not care less about that stuff working properly, that would be your problem.
Either works for me :-)
MoSCoW is merely grouping stuff between
* Must have
* Should have
* Could have
* Would have (or in some cases, Want to have or Won't have now)
Will workshops ever require tools to work? Like, deboning knives for the fishery, hammers and tongs for the forges, stuff like that. [/color]
Will workshops ever require tools to work? Like, deboning knives for the fishery, hammers and tongs for the forges, stuff like that. [/color]
Toady has stated multiple times that the tools used are part of the workshops made. If I Recall Correctly, he said that if tools were made a requirement for workshops, building one would be too much of a hassle. So overall, no. I don't know his plans for adventure tools though. The workshop system would work as well I think.
QuoteAgain, I'm aware bugs are being fixed, but what I question is whether or not the problems with recently-implemented systems will get fixed in the near future at all.
Well, most of the bugs introduced with 31.17 and 31.19 were fixed. Beekeeping, Clay industry, Night Creatures, ghosts, targeted attacks, castles, are all introduced then and are working well.
MoSCoW is merely grouping stuff betweenYeah, Toady doesn't use anything that formalized any more. He scrapped the old system with cores and bloats and what-not. And due to the unbouded dev cycle that DF enjoys, things are basically are:
* Must have
* Should have
* Could have
* Would have (or in some cases, Want to have or Won't have now)
Personally, I consider DF has everything that it *Must have* to be an enjoyable game. Toady, I read somewhere, intends DF to be a full-fledged fantasy world simulation, but I'm not sure how high he'd rank the yet unimplemented elements of the game. In any case, I would personally rank bug fixes in the *Should have* as many bugs are annoying, but there is currently no bug that makes the game impossible to enjoy. There are no glaringly obvious missing features by my experiences, so I would personally rank any feature requests on the *Could have* level. The only feature so far I have expected to be in this game but it turned out not to exist (yet) is mining and building in adventure mode.
But again, I know nothing of Toady's plans for the next months so it's hard for me to express anything than my personal opinion.
I know how massive DF aims to be. In my opinion that's a good reason to fix bugs quickly, because building on bad foundations may result in unwanted consequences and unfortunate accidents. But yeah, I trust Toady knows the best and will stabilize stuff soon enough.That only matters if
QuoteAgain, I'm aware bugs are being fixed, but what I question is whether or not the problems with recently-implemented systems will get fixed in the near future at all.
Well, most of the bugs introduced with 31.17 and 31.19 were fixed. Beekeeping, Clay industry, Night Creatures, ghosts, targeted attacks, castles, are all introduced then and are working well.
I was referring more to the body, creature, combat, and other major subsystems introduced in 0.31 in general. A lot of the problems aren't obvious, but are still consequential, and some of the obvious ones, like the melting-dwarf-acid-rain bug, were never entirely fixed (in that case, one culprit was/is a couple raw values for body tissue that don't make sense).
These problems aren't obvious and are mostly working. It needs more work and Toady knows that. I have not the time to search for a quote, but he plans to tackle these issues
after he deal with the split of movement and combat speeds.
I don't like everything Toady does - for instance, I would like he would attain more for the plans he sets for himself (if not for the night creatures we should already be entering
Release 2!). But I trust he knows what he is doing. He is doing this already for years.
None of the current bugs and issues really bother me at all.
More advice from Janus: "By the way, an issue to expect: if people have any problems such as textboxes running off the page, BBCode buttons missing, or anything else like that, the solution is for that person to clear their browser cache or do a full page refresh (not just a normal page refresh). In Firefox for example, the way to do a full page refresh is to hold the Shift key on your keyboard and click the Reload button."
<open source argument>Of course, if the source was opened I could try to patch any bugs that annoy me myself.</open source argument>
<open source argument>Of course, if the source was opened I could try to patch any bugs that annoy me myself.</open source argument>
that's not even on the table, just suggesting it on the forums basically amounts to treason. you do know df is toady's sole mean of sustenance?
i'm not disputing your claim that you'd be able to fix the bugs, i'm disputing your right to make an argument for open sourcing df
because it would put his highness out of work?
However, Toady's sovereignity over the project is not a reason for suppressing arguments for/against anything.
However, Toady's sovereignity over the project is not a reason for suppressing arguments for/against anything.
No, but his repeated and insistent desire that people stop bringing the subject up is.
Linus Torvaldswe're talking about a niche game here, you're comparing it to the kernel that almost every open source os in existence uses. the scope of both projects is so disproportional i'd say that comparison isn't very good
Presumably, criminals would be based on the ethic tags of a civilisation.
Which situations in adventure/dwarf mode are (currently) pulling from real populations, and which ones are just spawning random creatures of the associated type of the given civ? Meaning that they are either a historical figure, or they represent some actual member of the parent civ's actual current population of creatures.
Ones that are potentially up in the air are:
- diplomats (dwarf mode)
- traders (dwarf mode)
- guards (adventure mode)
- bandits (adventure mode)
Do the creatures that historical figures tame get used anywhere?
Getak Twigracks was a human warlord ruling the town of Spoongrizzle. After four peaceful years, he decided to make a journey to a nearby mountain range called the Belted Tooth, and in the manner of the legendary stories, he managed to tame the giant eagles that lived there. Eight years later, he traveled west, befriending the jaguars that lived in the hills there and bringing some back for his personal menagerie. Many more years drifted by, and the aging warrior thought perhaps he would be able to live out the end of his life in harmony with his many beasts. However, this was not to be -- because I forced a human assault on my fortress with a debug command. Several squads of foot soldiers came, as well as a group of trained jaguars running along with them. Getak was escorted by his personal guard, all riding giant eagles. The seven dwarves milling around by the wagon put up a modest defense.
The elves still have a great advantage in the use of beasts, but there can be a bit of variety now. As in fortress mode, the historical dwarves can now take advantage of certain underground beasts (not that you fight dwarves yet), and the goblins should have a greater variety available as well.
It should be nice if the dungeons under the castle would have some prisoners for you to free.Hopefully that sort of thing will come in when we get the revamped party code.
And public hangings on the market.
Will there be an active way in which we can engage in diplomacy, something like sending out envoys akin to the ones you receive.Unless I'm mistaken, that's intended to be part of Army Arc, which will come after the current Caravan Arc. We're probably looking at a year or two for completion of Caravan Arc (though if Toady keeps adding tons of stuff to releases, could be really long). We don't know when during Army Arc that particular feature will be added.
this is not a suggestions thread, those are not even remotely concealed.
Now this might be an interesting question...
How are prices determined?
I mean in the new economy, of course.
EDIT: Or is there no new economy yet? I might have lost track of it.
Now, what would be interesting is if a person's deeds carried over, sort of like a war crimes thing. Elves somehow capture a human city, devour them all because they cut down a tree.
Toady now that gods are real (somewhat), how exactly can anyone even pretend to be one? How do they stop the ire of the gods? What are your thoughts on this?Right now, as I understand it, creatures with the [POWER] tag will try to take over civilizations. Right now that's just worldgen demons in vanilla, and I don't think they really give a flip about angering the gods (on account of being demons). The impersonation is based on spheres, so you can sometimes get impersonators that look like the gods they are supposed to be, but this is not always the case by a long shot.
Thought of using this for the Fortress talks... but It wouldn't be answered for sure.
Also guys right now do people who pretend to be gods take on their name? is your look command psychic for that?
if I saw a dragon and it told me it was "the god of fire and strength," I think I would tend to believe it
you will note that creatures pretend to be a "manifestation" of a god, so not looking like them is fine
Now I'm sure guilds will come back eventually or so, but are there ever plans for maybe not just between guilds, but "groups" of people rather to have strife. I just watched gangs of new york again, so that is flavoring my ideas but I'm sure it would make sense for there to be fights over groups of people for whichever reason or even civil war type of deals. Or how about give people some motives to take out those nobles who are just dicks. Look at the gem cutter whos life trade and skill is useless once it's all mandated. I'd imagine he'd have a few words with that noble with his gem cutting tools. But then you have a whole gem cutting industry. Couple people maybe 5-10. Where on the other hand that noble is just doing everything for the wood crafting industry. You have this group of gem cutters quite angry at the noble, and anger with jealousy of the lumberjacks. So now you have this brawl or even lynching(Which I'm sure would be done by hammering for dwarves) occurring, and then you have a lot of FUN.This is discussed in depth in DF Talk 5. The short answer is "yes".
So really, will we be seeing more advanced social interactions in the future, such as ones that could potentially seperate people into groups and cause strife or even civil war.
Wasn't he an enchanter?
[...] It would be interesting if they would take on the name of the god during adventure mode and have a description that befits that of a diety. Rather then cheating psychic sight.Ah, yeah, I'm fairly certain that you see their real name in adventure mode. I seem to recall meeting the demon master of a human civ and seeing his name, so that's probably something that needs to be fixed at some point.
jesus christ did not call himself yahwehThe demons are calling themselves the gods that they usurp, though.
Is the month-end project completely secret or someone knows something about?
Is the month-end project completely secret or someone knows something about?
He is actually Notch.
Jesus the Christ did not call himself YHWH
I just find it odd that your vision sort of cheats. EVEN if their names did match up, and their forms definately don't, the descriptions of all the powers befits some horror from hell more then a celestial diety
I just find it odd that your vision sort of cheats. EVEN if their names did match up, and their forms definately don't, the descriptions of all the powers befits some horror from hell more then a celestial diety
Who says celestial deities can't look like horrors from hell? Heck, I remember at least one interpretation of the bible where that the angels were lovecraftian nightmares.
Is the month-end project completely secret or someone knows something about?
He is actually Notch.
Jesus the Christ did not call himself YHWH
Fixed it for you.
I just find it odd that your vision sort of cheats. EVEN if their names did match up, and their forms definately don't, the descriptions of all the powers befits some horror from hell more then a celestial diety
Who says celestial deities can't look like horrors from hell? Heck, I remember at least one interpretation of the bible where that the angels were lovecraftian nightmares.
I just find it odd that your vision sort of cheats. EVEN if their names did match up, and their forms definately don't, the descriptions of all the powers befits some horror from hell more then a celestial diety
Who says celestial deities can't look like horrors from hell? Heck, I remember at least one interpretation of the bible where that the angels were lovecraftian nightmares.
Because the Powers don't look like Horrors from Hell their descriptions make them seem that way.
All I meant is that the Fluff text should change so instead of saying that the diety is... A Ram twisted into human shame... it would be something else.
I just find it odd that your vision sort of cheats. EVEN if their names did match up, and their forms definately don't, the descriptions of all the powers befits some horror from hell more then a celestial dietyWho says celestial deities can't look like horrors from hell? Heck, I remember at least one interpretation of the bible where that the angels were lovecraftian nightmares.
since gods seem to get fleshed out more and more, are you also planning to introduce something along the lines of angels?
Will there be mercenary angels for those deities that don't have their own? ;)
anyway, my experience is that usually dwarven deities look like a male/female dwarf. maybe dorf gods are boring and unimaginative?
I just find it odd that your vision sort of cheats. EVEN if their names did match up, and their forms definately don't, the descriptions of all the powers befits some horror from hell more then a celestial dietyWho says celestial deities can't look like horrors from hell? Heck, I remember at least one interpretation of the bible where that the angels were lovecraftian nightmares.
not just interpretation but the higher tiers of angels are actually described to have many additional limbs and sets of wings, animal body parts and, as yhwh himself, are risky to look at(i dont remember exactly what happens, but i guess youd at least lose your mind).
Quotesince gods seem to get fleshed out more and more, are you also planning to introduce something along the lines of angels?
Ahhh yes the god servants such as: Eihmarijar, Valkyrie, The Crows of Odin, Anubites, and angels.
Or do you mean the Celestial residents?
Or do you mean benevolent divine beings as opposed to lets say a demons melovolent divine being.
Will there be mercenary angels for those deities that don't have their own? ;)
maybe there is just some kind of angel army that follows the orders of all the gods?
maybe there is just some kind of angel army that follows the orders of all the gods?In Norse mythology, these be dorfs. :p
What is the status of Legends Mode's XML dump? The last time it was updated was in 31.13.It was updated in .19 with goods transfer, and will be updated this release.
I really REALLY want to see Benevolent creatures. Even the Would Be Benevolent Titans smash people just because.
I'd also be a happier adventurer is the giant shrimp shaped plains titans of love and harmony didn't share its benevolence with me by caving my skull in.
I'd also be a happier adventurer is the giant shrimp shaped plains titans of love and harmony didn't share its benevolence with me by caving my skull in.
Well, you can't say harmony without harm.
I'd also be a happier adventurer is the giant shrimp shaped plains titans of love and harmony didn't share its benevolence with me by caving my skull in.
Well, you can't say harmony without harm.
And you can't deal harm without arm. Except by kicking and headbutting.
Whoah, two days without updates. That hasn't happened in a while.
Someone MP'ed me discreetly between two threads to tell me he could give me some legit, first hand updates on the development if I had a few bucks left. Should I ? Should I not ? Now I just don't know anymore !
Someone MP'ed me discreetly between two threads to tell me he could give me some legit, first hand updates on the development if I had a few bucks left. Should I ? Should I not ? Now I just don't know anymore !I call a scam. Besides, Toady's devlog is a first hand update on the development.
Someone MP'ed me discreetly between two threads to tell me he could give me some legit, first hand updates on the development if I had a few bucks left. Should I ? Should I not ? Now I just don't know anymore !
I guess if Toady doesn't know quite what to do with the animal men... maybe I should make a suggestion on Minor Races to collect ideas on how races not entering play as a civ are handled.
So guys how long is Toady going to be gone for for the meet up?
Like Kim Song-il, Glorious Toady can appear simultaneously in the North, South, East, and West.
"Like Kim Il-Sung, Glorious Toady can appear simultaneously in the North, South, East, and West."
I knew i'd seen Toady somewhere before this forum.
...Kinda like if the spokesperson for the local maximum security prison is the Pope.
thats not the sun, its a ball of magma...and those are elves about to have their faces gloriously melted off by him
Guys, I am so glad to see designations over z-levels, you don't even know.
Added ability to do designations over Z levels (e.g. long up/down staircases).
I wonder if it applies to "b"->"c" construction designations as well.No.
Added ability to do designations over Z levels (e.g. long up/down staircases).
I wonder if it applies to "b"->"c" construction designations as well.No.
YES! 3D designations! Finally, one of those little niggling things that's always bothered me about the interface! Thank you Toady!I wonder if it applies to "b"->"c" construction designations as well.No.
Care to elaborate?
Added ability to do designations over Z levels (e.g. long up/down staircases).
Every time Toady implements a usability improvement, an angel gets a case of beer.
QuoteAdded ability to do designations over Z levels (e.g. long up/down staircases).
*swoons*
This leaves more dead criminals and heroes down below, and now their items are available in adv mode.
I also wonder whats wrong with keyboard based interface o-o
BTW, why do people prefer 40d? Just because you can embark on top of site of other races and adventure mode has more different kind of cities?
beastmasterBTW, why do people prefer 40d? Just because you can embark on top of site of other races and adventure mode has more different kind of cities?
Nostalgia.
beastmasterBTW, why do people prefer 40d? Just because you can embark on top of site of other races and adventure mode has more different kind of cities?
Nostalgia.
Hopefully the squad menu is only the start of things.
Imagine if the game continued when using the designation menu, the build menu, the k,v,q, and t menus. It might not increase FPS, but much more in game time would pass for any hour sat playing. I would also love to see the game continue when looking at the thoughts and descriptions of dwarves. There is so much detail there, but any research means the game is paused. And with a slow PC, and a low FPS, I try to minimise any menu use, so that at least something is happening.
beastmasterBTW, why do people prefer 40d? Just because you can embark on top of site of other races and adventure mode has more different kind of cities?
Nostalgia.
Lack of bugs, maybe.
I likely won't be back to dwarf mode until enemies can dig their way straight into your dining hall
Realistically, an underground settlement should be much less self-sufficient than a real-life human castle, yet it is currently much more so.With the caveat that access to the magic vibrant underground ecosystem should be almost as good as access to the surface.
Goblins need to be able to invade your fortresses. And honestly the goblins just sitting around outside trying to starve you out is not entertaining even if it had a chance of working.
There should never be a way to keep goblins from reaching a part of the map via some method or another they can employ against you. Of course I'm all for an init option.
The ability to build "Cavern walls" would be great. It would be nice to tear out all the old, poor quality engravings and replace them with engravings from your new, legendary engraver.Not sure about building virgin rock wall, but a designation to remove engravings (smooth again?) would make more sense.
Overall, I am in favour of invaders digging, as long as it could be repaired easily. I would not like to see my dining hall tunnelled into and trashed :( But as long as I can repair/reinforce afterwards, it would be fine.
I don't understand why dwarves need an underground stand-in for everything that exists above-ground
Overall, I am in favour of invaders digging, as long as it could be repaired easily. I would not like to see my dining hall tunnelled into and trashed :( But as long as I can repair/reinforce afterwards, it would be fine.
When did goblins become immortal? ???
QuoteI don't understand why dwarves need an underground stand-in for everything that exists above-ground
Ohh you want a reminder?
Because people complained that they needed the site finder to find everything. In otherwords the underground is a stand in for everything that exists above-ground so that people have a stand in for everything that exists above-ground. So no matter where people are they would have access to everything.
That is why the underground is what it is currently.
Honestly I am surprised at this point the underground isn't a paradise.
Part of the point of the Caravan Arc is that dwarven fortresses will not be able to be completely self sufficient.
Presumably that is because making the fortress not be self sufficient without the ability to survive from Caravans would be counter productive.
Presumably that is because making the fortress not be self sufficient without the ability to survive from Caravans would be counter productive.
Dwarfs are super farmers up to the level of modern mechanized agriculture
I like to pretend that each farm plot represents village that supplies fort and dwarf with farmer labor is its overseer.
Farming fixes
Well ok to be fair another aspect is how little dwarves actually need to eat.then again, they also need a barrel of beer.
Could you imagine a single turnip, a single strawberry, or even a cookie filling you for an entire meal?
Well ok to be fair another aspect is how little dwarves actually need to eat.
Could you imagine a single turnip, a single strawberry, or even a cookie filling you for an entire meal?
Farming fixes
If dwarfs eat more often, then time needs to be slowed down, which would be frustrating to megaproject builders.
I would like it if we'd be needing big stocks of seed, in order to sow larger fields.
I like to pretend that each farm plot represents village that supplies fort and dwarf with farmer labor is its overseer.
So each dwarf fortress has its own miniaturized farming villages underground, and magical shrinking/expending machines to turn miniaturized crops back to normal size. That makes a lot of sense right now.
And it is wrong that each dwarf fortress is isolated during siege. In fact if they want, they can all shrinking into their miniaturized villager land when things get FUN.
Well ok to be fair another aspect is how little dwarves actually need to eat.
Could you imagine a single turnip, a single strawberry, or even a cookie filling you for an entire meal?
...his computer desk, a framed picture of his part Manx, part Maine Coon cat, Scamps...
But either increase the food consumptions, or reduce the farming output, all will lead to the increase number of farmer's number percentage of the population. And how much more was it enough, before Dwarf Fortress becomes Farmer Fortress?
There must be a better way to specialize or differentiate the fortress growth. (Not just by limiting the populations of fortress experts number). One I can think of it to increase the degradation rate of other goods when used, so the industries have to keep producing replacement commodities on the market. If you build every industries and only produce only a few of each, then these commodities will run out quickly. Or you can specialize in some productions and exchanging them with other fortresses. So each fortress can have their special products of their own. (Also a fortress can be located in area that are not perfect in every resources level, only need to be good at a few)
The amount of food is just abstracted
Presumably that is because making the fortress not be self sufficient without the ability to survive from Caravans would be counter productive.
Are we going to have ghost towns/ruins?
Woah, when did this happen? (http://www.nytimes.com/2011/07/24/magazine/the-brilliance-of-dwarf-fortress.html?_r=1&ref=technology&pagewanted=all)Huh another interview, this one goes into quite a bit of detai- Holy crap is that the New York frikkin Times!? Wow. I don't think you can get much bigger than that. Mentions DF being Put into the Museum of Modern Art too. Wow. Congrats, I think you guys finally made it.Quote...his computer desk, a framed picture of his part Manx, part Maine Coon cat, Scamps...
Well, that explains a lot. Maine Coons = giant, insane. Manx = insane, insane.
If atleast DF wouldnt be art in some way why would the renown Museum of Modern exhibit it?
Presumably that is because making the fortress not be self sufficient without the ability to survive from Caravans would be counter productive.
Losing is fun, no?
After the Big Rock Candy Wasteland that was 40d, I wouldn't mind a few releases where the resource mechanics prevented ever achieving self-sufficiency, and all fortresses were doomed.
Because all fortresses are doomed. Either the fortress falls, or you eventually get bored with it and stop playing. It's not necessarily bad for the mechanics to ensure that all fortresses fall before they get boring.
I'm surprised that constructed walls cannot be engraved. Countless ancient civ's could clearly build stone walls, smooth them(even to the point where a wall looked like a singular peice of stone) and set engravers to work on decorating the surface. I also like an above suggestion that engraved walls should also be able to be taken back to a smoothed surface for engraving something else.
Building natural rock and hiding the area behind it, apart from satifying the OCD inflicted among us, seems like an odd proposal to me. How does one build natural rock formations(apart from pouring magma and water in there) and then forget what was behind it?
Richard Garfield, who created the hit card game Magic: The Gathering, once attended a Dwarf Fortress fan meet in Seattle to introduce himself to Tarn. “I told him there’s nothing out there quite like it,” Garfield recalled. He suggested ways of broadening the game’s appeal, but “that stuff didn’t matter to Tarn. The charm of it is that he’s making exactly the game he wants to make.”
Anyone else as interested in how insane the next lets plays are going to be when dealing with this next version? It could become VERY messy...
Anyway, evil regions ought to be more interesting in fort mode. Speaking of which, the interaction system is going to be VERY fun for modders, I expect.Giant octopus with ink that dissolves all your bones? That's coming.
Elves selling you elfberries, that turn your dwarves into elves?
I'm little sad that the new release won't probably come out before my summer vacation ends =/ I have less time to play during school... Anyway, not that I want him to hurry or anything, thats not exactly good for health ^^;
This could lead to travesties beyond scope. Export them dwarf-helmets that turn them into weredwarves.Elves selling you elfberries, that turn your dwarves into elves?
...Those SONS OF BITCHES
But either increase the food consumptions, or reduce the farming output, all will lead to the increase number of farmer's number percentage of the population. And how much more was it enough, before Dwarf Fortress becomes Farmer Fortress?
There must be a better way to specialize or differentiate the fortress growth. (Not just by limiting the populations of fortress experts number). One I can think of it to increase the degradation rate of other goods when used, so the industries have to keep producing replacement commodities on the market. If you build every industries and only produce only a few of each, then these commodities will run out quickly. Or you can specialize in some productions and exchanging them with other fortresses. So each fortress can have their special products of their own. (Also a fortress can be located in area that are not perfect in every resources level, only need to be good at a few)
If one wishes to, say, use the whole food idea to affect the fortress growth;
What about taking soil fertility into account? A given patch of land might produce bundles of crops for a full year, but eveything's leached out and nothing will grow there for a time. It will make having to pay attention to crops - and getting a decent rotation of fallow and functional plots going - all the more important without actually reducing the farming output or increasing the consumption rate.
There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)
If one wishes to, say, use the whole food idea to affect the fortress growth;
What about taking soil fertility into account? A given patch of land might produce bundles of crops for a full year, but eveything's leached out and nothing will grow there for a time. It will make having to pay attention to crops - and getting a decent rotation of fallow and functional plots going - all the more important without actually reducing the farming output or increasing the consumption rate.
There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)
There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)
You have NO IDEA how hard I am resisting making a joke based on "soul fertility" to do the right thing by just pointing the typo out. No idea.
Yeah, I decided against making one in case you weren't a native English speaker.There is a difference between "player efficiency" and "dwarf efficiency". And if by default letting soul fertility degrade, and it is in effect reduce the productivity of the farming output (if no notice). So it should increase the farmers count, but not as effective and quantitative as direct approach. And wasting players' efficiency is as disruptive as increasing eating rate when building mega-projects. (perhaps not that much)
You have NO IDEA how hard I am resisting making a joke based on "soul fertility" to do the right thing by just pointing the typo out. No idea.
I am not a native English users, so I'll leave the "Soul fertility" intact for people to remember that image. 8)
That is true... almost. It will increase the farmers count - and the number of farms - but the player efficiency need not be docked.
If you look at how the farming thing is laid out there's already the option for a field to be left fallow for a season automatically; upon farm creation, the entire pattern can be set up and then left behind by the player. However, as it is that function has literally no use. My idea gives it some function, is already almost implemented and in latter stages of a fort, when megaprojects begin, the fortress will likely already have a decent crop rotation setup anyway.
Another farming idea (Yes, I carry on with the farming idea, since it serves as a useful base) is to limit the sheer volume of seeds that are produced. After my fortress is a year old, the whole place gets swamped by a tidal wave of seeds that I furiously begin cooking solely so that I can make room in my stockpile for more seeds.
I like the crop rotation idea, but in history it was in fact used to increase the farm output (not the opposite). But it is a very important agriculture development in medieval, hence no reason not to introduce it in DF.
And the "seeds" in real life is just "uncooked" or crops that are not dried. So dwarfs already skip one many steps between harvest and stockpiles. In history there is a very important factor in measuring agriculture - crop yield. It's the ratio between the crops (seeds) planned and the crops produced. And there is a magic number of 1:3 in real life as a base line. (Modern genetic altered crops can have up to 1:30 yield). I guess DF can use similar mechanism to solve the seeds overflow. (By introducing the drying process, and letting the "seeds" to rot fast as they are in real life).
Also some things left out in DF farming are natural fertilizers, and farming tools/animals. (But animals I guess they will be introduced later, a lot later I think). But natural fertilizers may be an interesting plan if designed properly. One of the reason behind rotation farming is originally what's left from the harvest in old crop field needs to rot on the ground, and provide nature fertilization. But in rotations they will use different crops which uses different kind of nutrient in different depth (root depth). Maybe it can be factored in with the synthetic fertilizers like the potash.
Your natural fertiliser idea is a good one too; a certain percentage of the season's crops have to be sacrificed. That makes sense - and since we don't have clover growing (pre industrial revolution farmers grew clover or beans to fix nitrogen into the soil, not that they knew it was nitrogen) then rotting plant matter is a good option.
rotten planets
rotten planets
I believe that toady stated his ideas for making farming a giant nightmare somewhere and basically forcing players to buy food from the hilldwarves/trade caravans, unless the players want to dedicate 100% to the farming industry. That sounds like a reasonable way to buff sieges and maybe make cavern African trading posts clutch.
I believe that toady stated his ideas for making farming a giant nightmare somewhere and basically forcing players to buy food from the hilldwarves/trade caravans, unless the players want to dedicate 100% to the farming industry. That sounds like a reasonable way to buff sieges and maybe make cavern African trading posts clutch.
One simply way of doing that is to introduce scalability. It makes entry hard and inefficient, and with rise of scale, the production output level will increase faster (margin rate) than the input capitals and manpower. It will naturally lead to monopoly in productions. But farming traditionally can only scale to certain level (due to the lack of machinery).
How is this a "simple way"? In a simulation at this level of detail, you can't just magically turn on economies of scale. Which part of the (already absurdly efficient) crop-growing process gets more efficient in a specialized farming community?
And with the growing of farming labors and capitals invested (tools, farm fields, fertilizers), the efficiency can slowly increased to current level or beyond. THAT's the definition of scalability.
Only specialized agriculture society will be able to make a profit out of it, and the level of sustaining a community itself will require a large portion of the populations/industry capability. Those only choose small farmer populations will have to import foods. (Or completely dependent on importing food or hunting)
At some point dwarves are going to be able to carry multiple small things in their hands, yes? I figure at that point toady will consider making dwarves gather up a significant amount of food to eat at once. Until then, having dwarves eat a proper amount of food is too hard to manage.
And with the growing of farming labors and capitals invested (tools, farm fields, fertilizers), the efficiency can slowly increased to current level or beyond. THAT's the definition of scalability.
I'm aware of the definition, thank you.QuoteOnly specialized agriculture society will be able to make a profit out of it, and the level of sustaining a community itself will require a large portion of the populations/industry capability. Those only choose small farmer populations will have to import foods. (Or completely dependent on importing food or hunting)
In case you haven't tried this: download Dwarf Fortress, create a world, start fortress mode, and build a farm on a patch of muddy ground. You will make a profit. It's almost impossible not to. So how can this be changed so that "farming capital" and specialization actually matter? Right now there's no place where "scalability" can change anything--each additional square of farm plot is exactly as productive as the first one, and the labor input is small enough to be irrelevant.
Are there any considerations to add proper portcullis' to the game with the inclusion of vast walled cities or will this be regulated to the future moving fortress parts update?it's 'relegated to'...
It isn't ready to navigate you to specific buildings at this point, just to show what's around you as you move.
I just noticed something with the maps. Along the northern part of the city, you can see roads ending straight into the city walls. That's not dramatic, after all there might be houses or farms there. What strikes me more is the road going through the northern gate which literally leads to nowhere. It ends at the gate. Could you please explain this Toady ?
On the bottom of the travelmap just posted there is a "c:clouds". Does this mean that there are now clouds in game? Can we now build towers in fort mode that are above the cloudtops?
On the bottom of the travelmap just posted there is a "c:clouds". Does this mean that there are now clouds in game? Can we now build towers in fort mode that are above the cloudtops?
When hilldwarves are in, is there a chance we could end up with a town map like the one you posted, but with our own fortress at the center?
Guys, I wasn't very active on the DF forums, and I haven't played sinced a long time, so here is my question to you. [I guess the community can give me an answer as well] Baughn started to work on some OpenGL stuff + he wanted to separate text and graphics IIRC. What happened to the project? Is it working in the SDK version or?
Guys, I wasn't very active on the DF forums, and I haven't played sinced a long time, so here is my question to you. [I guess the community can give me an answer as well] Baughn started to work on some OpenGL stuff + he wanted to separate text and graphics IIRC. What happened to the project? Is it working in the SDK version or?
Don't see why not. Makes sense to use what map systems he already has unless there's a pressing need to write up a new one from scratch, like he did here.
On topic of dwarves carrying multiple items at once, I kind of wish for the entire hauling labor to get some love, specificly make it possible to make carts from wood or some other material, and having either dwarves or beasts of burden pull them around.
[...]
I'm sure it's been discussed before, just throwing in my 2 cents. I can imagine it'd be tricky to code in though.
town maps involving workshops/markets/shops based on world gen economic activities
When hilldwarves are in, is there a chance we could end up with a town map like the one you posted, but with our own fortress at the center?Seems unlikely - the hill dwarf settlements probably will use different structures from human towns. Perhaps if you mod the game to have dwarves use towns rather than mountain halls.
Yeah, Toady has mentioned that he wants to do more animal work after the town travel map. By my count, he should be at otter, snapping turtle, mongoose, crow, octopus, wolverine, wild boar, raven, beaver, coyote, hamster, and hyena. I think there's also a good chance that he'll work on a few more night creatures (stalkers, constructed undead, intelligent undead, and animated furniture at most, I believe).town maps involving workshops/markets/shops based on world gen economic activities
Hmm, I wonder how ready workshop and market stuff is now. There are probably going to be new animals in the next release too.
I'm really hoping we get stalkers in this release, because I just know that if it doesn't happen now, it'll get put off forever. Just look what happened to formations. :\
I'm really hoping we get stalkers in this release, because I just know that if it doesn't happen now, it'll get put off forever. Just look what happened to formations. :\
Formations? Like stalactites, or like worker unions?
Formations? Like stalactites, or like worker unions?
Military formations. (http://www.bay12games.com/dwarves/dev_2009.html#2009-06-02) It was planned for the big 2010 release, but got cut.
80's idoru pop formations! ><I'm really hoping we get stalkers in this release, because I just know that if it doesn't happen now, it'll get put off forever. Just look what happened to formations. :\
Formations? Like stalactites, or like worker unions?
What I want to know is what an "idoru" is.
But we don't have a keyboard-only interface, we just have a predominantly keyboard interface. You can still use the mouse to place the X cursor in most situations, and that will doubtless be expanded as Toady continues (though hopefully expansion to that happens sooner rather than later).I also wonder whats wrong with keyboard based interface o-o
Nothing, really. It is very efficient for giving commands and quickly navigating static menu system.
But what is terribly sucks for is targeting (placing constructions and drawing them, querying buildings, viewing units, etc...) where you are better off with tool that was designed for this task.
Also, selecting something from list is usually better done with mouse unless you have more advanced aids (similar to what is in manager screen or in bring to trade depot screen).
When hilldwarves are in, is there a chance we could end up with a town map like the one you posted, but with our own fortress at the center?It won't be identical, since the different races (humans, elves dwarves, etc.) are getting unique stuff in army arc. But I'd imagine that's the general idea.
What I want to know is what an "idoru" is.
A really good book.
Yeah i would like to see a little hobbington with tunnels running from building to building and hidden auto-cannons UN-wire and Landmines. ... Wait i think i confuse LOTR with france.
Only officially.Yeah i would like to see a little hobbington with tunnels running from building to building and hidden auto-cannons UN-wire and Landmines. ... Wait i think i confuse LOTR with france.
What ? You're aware WWI has been over for quite some time in France right ?
Toady, what are double braids? (Google Image would help)Do you mean the appearance thingie? I always assumed it meant two braids.
This question needs to be answered once and for all.
My apologies if this has been asked before: I could not find a reference to it with my searching.The issue with this is that some things that work in the fortress mode don't work so well in the more abstracted mechanics of a fortress that the player isn't present for. A lot of people want this, but until a solution can be found for that it's not going in.
Are there plans to allow you to eventually "retire" a fortress, and then found another? For example, you build a mining fortress, then retire it and it becomes part of your civ instead of an abandoned site for reclamation, then you can found another one somewhere else, essentially building your kingdom up? Or those migrants you may be able to send on missions, maybe you take control of them and start a new fortress? Also, any plans to allow reclamation of lost cities/sites in your civ's history?
I assume that if this idea is in the works, or in order for it to be, more work would have to be done on citizens being a part of the legends and history, not just randomly generated migrants. Also, cities and sites that have been created in the past would need a set structure, and other details. I was just wondering since, at the moment, it seems like civs rise and fall INDEPENDENTLY of player actions, and your fortresses are nothing but brief establishments doomed to fail (since leaving them results in abandonment). With trade and armies coming, it would seem like a natural progression that you can have a greater impact on your civ.
Of course, if the game does take into account defenses dwarves know how to use (and those things don't get fixed), I could see a LOT of fortresses that are perfectly defensible as player forts suddenly being overrun by goblins as the AI would forget to enable the magma trap and have an army of copper-clad recruits.
My apologies if this has been asked before: I could not find a reference to it with my searching.
Are there plans to allow you to eventually "retire" a fortress, and then found another? For example, you build a mining fortress, then retire it and it becomes part of your civ instead of an abandoned site for reclamation, then you can found another one somewhere else, essentially building your kingdom up? Or those migrants you may be able to send on missions, maybe you take control of them and start a new fortress? Also, any plans to allow reclamation of lost cities/sites in your civ's history?
I assume that if this idea is in the works, or in order for it to be, more work would have to be done on citizens being a part of the legends and history, not just randomly generated migrants. Also, cities and sites that have been created in the past would need a set structure, and other details. I was just wondering since, at the moment, it seems like civs rise and fall INDEPENDENTLY of player actions, and your fortresses are nothing but brief establishments doomed to fail (since leaving them results in abandonment). With trade and armies coming, it would seem like a natural progression that you can have a greater impact on your civ.
There have been a lot of threads dedicated to this idea:
http://www.bay12forums.com/smf/index.php?topic=53896.0
http://www.bay12forums.com/smf/index.php?topic=45086.0
http://www.bay12forums.com/smf/index.php?topic=19689.0
http://www.bay12forums.com/smf/index.php?topic=3326.0
http://www.bay12forums.com/smf/index.php?topic=3841.0
http://www.bay12forums.com/smf/index.php?topic=29331.0
http://www.bay12forums.com/smf/index.php?topic=30750.0
http://www.bay12forums.com/smf/index.php?topic=5717.0
http://www.bay12forums.com/smf/index.php?topic=6233.0
http://www.bay12forums.com/smf/index.php?topic=21353.0
http://www.bay12forums.com/smf/index.php?topic=3744.0
http://www.bay12forums.com/smf/index.php?topic=19905.0
http://www.bay12forums.com/smf/index.php?topic=23487.0
http://www.bay12forums.com/smf/index.php?topic=3726.0
http://www.bay12forums.com/smf/index.php?topic=3017.0 (includes comment from Toady)
http://www.bay12forums.com/smf/index.php?topic=54905.0
http://www.bay12forums.com/smf/index.php?topic=69685.0Spoiler: tags (click to show/hide)
you would have to have a defence AI that recognised pathing, levers and their functions and the implacations of said functions and so on. something very complex. Know how drawbridges work, were and when to deploy the infantry, deploying marksdorfs, handling the injured. release of pets or war animals and the resetting of said trap. considering, it would take a wile to code and take up some cpu to run, but it is conceivable to get a defence AI for a fortress that wouldnt kill everyone in said fort sometime in future. Only problem is that someone could take such an AI and use it in fortress mode or some such.
you would have to have a defence AI that recognised pathing, levers and their functions and the implacations of said functions and so on. something very complex. Know how drawbridges work, were and when to deploy the infantry, deploying marksdorfs, handling the injured. release of pets or war animals and the resetting of said trap. considering, it would take a wile to code and take up some cpu to run, but it is conceivable to get a defence AI for a fortress that wouldnt kill everyone in said fort sometime in future. Only problem is that someone could take such an AI and use it in fortress mode or some such.
Toady could put in some very basic instructions that you could give a dwarf, perhaps just any dwarf through the manager.
Something like "On siege, wait 50 steps, pull lever 11." Lever 11 being the level that seals the fort.
I don't know how hard that would be, but it sounds like it would not be too complicated. If the game allowed said instructions to last after you leave the fort without abandoning it, you could have a fort that would be able to make rudimentary use of whatever nonsense the player builds.
Personally, I would like something like that for the sole purpose of removing some micromanagement. If it were extended with a large list of events to trigger it, and potential actions, you could have a mostly automated fortress.
Other than the obvious problems with complex machinery that the dwarves wouldn't be able to use and other logistical problems, I think that retiring a fortress sort of defeats the whole "losing is fun and you will lose" mission statement. You're watching a fortress through its rise and fall, it doesn't get to live forever. Just my two cents.
Other than the obvious problems with complex machinery that the dwarves wouldn't be able to use and other logistical problems, I think that retiring a fortress sort of defeats the whole "losing is fun and you will lose" mission statement. You're watching a fortress through its rise and fall, it doesn't get to live forever. Just my two cents.
Other than the obvious problems with complex machinery that the dwarves wouldn't be able to use and other logistical problems, I think that retiring a fortress sort of defeats the whole "losing is fun and you will lose" mission statement. You're watching a fortress through its rise and fall, it doesn't get to live forever. Just my two cents.
"Losing is fun" never was an official motto. And retiring a fortress is not "winning" either. Toady visions plans for a living world. Your impact on this world would be diminished if your bigger contribution were abandoned mountain halls.
you would have to have a defence AI that recognised pathing, levers and their functions and the implacations of said functions and so on. something very complex. Know how drawbridges work, were and when to deploy the infantry, deploying marksdorfs, handling the injured. release of pets or war animals and the resetting of said trap. considering, it would take a wile to code and take up some cpu to run, but it is conceivable to get a defence AI for a fortress that wouldnt kill everyone in said fort sometime in future. Only problem is that someone could take such an AI and use it in fortress mode or some such.
Toady could put in some very basic instructions that you could give a dwarf, perhaps just any dwarf through the manager.
Something like "On siege, wait 50 steps, pull lever 11." Lever 11 being the level that seals the fort.
I don't know how hard that would be, but it sounds like it would not be too complicated. If the game allowed said instructions to last after you leave the fort without abandoning it, you could have a fort that would be able to make rudimentary use of whatever nonsense the player builds.
Personally, I would like something like that for the sole purpose of removing some micromanagement. If it were extended with a large list of events to trigger it, and potential actions, you could have a mostly automated fortress.
There are several problems with relying on instructions like that. First, that requires that the player is very smart and can anticipate every outcome. For example, the above command would seal the farmers and hunters outside, something the player would know to avoid but the AI wouldn't. And what if a random tantrum killed the lever? Or the dwarf that was supposed to pull the lever died? A fort run by predetermined instructions would be doomed, because even if the instructions were really thoughtful as the situation changed they would make less and less sense.
Likewise, that sort of control lends itself to a lot of exploits and unrealistic behavior. For example, the player could put all the fort's valuables in a vault, set the dwarves to open the vault to the outside when a bunch of obscure conditions were met, then come back as an adventurer, trigger the conditions, and get rich for nothing. Or, using a similar trick, get the dwarves to stockpile their equipiment and then seal themselves in small rooms, then come in and get a bunch of experience beating them to death.
If you ask me, a better idea is simply to wait. Players forts right now rely on a lot of defenses that shouldn't work; literally unstoppable automated defenses, unbreakable walls, magma that never cools and can be easily pumped, small farms that provide infinite food from inside the fortress, ect. As these things are made more realistic and the siege AI gets smarter, actual fights between soldiers should matter more, and the AI's job becomes easier; it just needs to know where to put the soldiers, a much easier task then knowing when to pull the lever. And, it won't matter quite so much if the AI screws up the trap portion of the defenses.
you would have to have a defence AI that recognised pathing, levers and their functions and the implacations of said functions and so on. something very complex. Know how drawbridges work, were and when to deploy the infantry, deploying marksdorfs, handling the injured. release of pets or war animals and the resetting of said trap. considering, it would take a wile to code and take up some cpu to run, but it is conceivable to get a defence AI for a fortress that wouldnt kill everyone in said fort sometime in future. Only problem is that someone could take such an AI and use it in fortress mode or some such.
Toady could put in some very basic instructions that you could give a dwarf, perhaps just any dwarf through the manager.
Something like "On siege, wait 50 steps, pull lever 11." Lever 11 being the level that seals the fort.
I don't know how hard that would be, but it sounds like it would not be too complicated. If the game allowed said instructions to last after you leave the fort without abandoning it, you could have a fort that would be able to make rudimentary use of whatever nonsense the player builds.
Personally, I would like something like that for the sole purpose of removing some micromanagement. If it were extended with a large list of events to trigger it, and potential actions, you could have a mostly automated fortress.
There are several problems with relying on instructions like that. First, that requires that the player is very smart and can anticipate every outcome. For example, the above command would seal the farmers and hunters outside, something the player would know to avoid but the AI wouldn't. And what if a random tantrum killed the lever? Or the dwarf that was supposed to pull the lever died? A fort run by predetermined instructions would be doomed, because even if the instructions were really thoughtful as the situation changed they would make less and less sense.
Likewise, that sort of control lends itself to a lot of exploits and unrealistic behavior. For example, the player could put all the fort's valuables in a vault, set the dwarves to open the vault to the outside when a bunch of obscure conditions were met, then come back as an adventurer, trigger the conditions, and get rich for nothing. Or, using a similar trick, get the dwarves to stockpile their equipiment and then seal themselves in small rooms, then come in and get a bunch of experience beating them to death.
If you ask me, a better idea is simply to wait. Players forts right now rely on a lot of defenses that shouldn't work; literally unstoppable automated defenses, unbreakable walls, magma that never cools and can be easily pumped, small farms that provide infinite food from inside the fortress, ect. As these things are made more realistic and the siege AI gets smarter, actual fights between soldiers should matter more, and the AI's job becomes easier; it just needs to know where to put the soldiers, a much easier task then knowing when to pull the lever. And, it won't matter quite so much if the AI screws up the trap portion of the defenses.
I thought about that an hour after I posted. All you need is to have "On siege, activate alert 'indoors'." Which is then followed by what I posted before.
Your principle point still stands though. It would eventually degenerate into uselessness, and have the potential for abuse for adventurers. On that last point though, I do not really see a problem. If the player is going to use out of character knowledge, then they are already exploiting the game. If the player actually wants to build a fort whose sole purpose is to store valuables for an adventurer, that should be their decision.
He'd probably feel less a need to be apologetic if people didn't freak out whenever he goes two days without an update.
He'd probably feel less a need to be apologetic if people didn't freak out whenever he goes two days without an update.
it would be nice to model a dwarf after my looks and/or personality, or others that "sponsor" a dwarf in my fortress.You're approaching this from the wrong angle. Don't remake the dwarves in your image, remake yourself in theirs. Save on razors.
it would be nice to model a dwarf after my looks and/or personality, or others that "sponsor" a dwarf in my fortress.You're approaching this from the wrong angle. Don't remake the dwarves in your image, remake yourself in theirs. Save on razors.
also, i dunno it this is answered somewhere: any chance a fully customizable dwarf description is in the works? basically for adventure mode, but maybe for special dwarfs in dwarf mode? it would be nice to model a dwarf after my looks and/or personality, or others that "sponsor" a dwarf in my fortress.
Quote from: wilsonnsWill be possible to edit the adventurer apperance or at least know about his apperance?
You can look at yourself and others. Changing the appearance would be an interface to write, which isn't the end of the day. You should certainly be able to customize yourself later on, at least in one version of the start setup (versus historical scenarios or whatever), since it's good to be able to be whatever you want to be. It'll probably depend on prodding or just me eventually doing it. Since you pick out where you are from first, it'll probably be constrained by the entity/race settings, with options to break convention or something. Breaking reality (ie making a blue-skinned human) is more difficult because of how the appearance variables are indexed, and there might even be some issues there with breaking out of entity stylings, though I don't think there are.
After my mayor mandated the construction of piccolos for the tenth time, I got to wandering: With Taverns being put in, will instruments become playable?
Quote from: AreyarI see no mention of parties, musical instruments or toys in the new short-term goals.
Are behaviours involving this type of item going to be put on hold, or will the new inns and such include them.
I don't specifically have a timeline for these, although I've been wanting to do them for a long, long time, and the musicality attribute is just sort of sitting there.
Toady: It should be entertaining, and it's good - even independent of all the visitors - giving the dwarves something finally to do with those instruments they've had for years just sitting there. And it's like there's all these attributes, like musicality ...
Capntastic: Musicality, and kinetic sense.
Toady: Yeah, all that stuff that they don't use at all, like musicality: there's zero use for it ... and also the language abilities don't get used that much and we can have people telling ... it would be cool, like the historical information sometimes it gives you on engravings, you can have a dwarf say 'Now I will tell you of the story of the time that I carved cheese pictures in my room' or something, and they'll sit there ...
Capntastic: Gather round.
Toady: So you have these really funny dwarf parties where ... more like the way, it'll probably use the same stuff - that was the point - of the military stuff where it says exactly what they're doing during their training exercises and that kind of thing. You know you'd have these activities that pop up at parties, like there's a storytelling activity going on, or there's a musical activity and then people can join in as participants in different ways, and just kind of hang out in the meeting hall doing this different stuff, and the same with the games that they play.
Something like "On siege, wait 50 steps, pull lever 11." Lever 11 being the level that seals the fort.
...
Personally, I would like something like that for the sole purpose of removing some micromanagement. If it were extended with a large list of events to trigger it, and potential actions, you could have a mostly automated fortress.
But it is EFFICIENT micromanagement.
Actually, if->then standing orders sound perfectly logical.
If a seige arrives, everyone comes inside, all guards are activated and stationed inside the main gate, and the gate is closed with lever 4 in X steps.
Real buildings have posters with evacuation/emergency procedures...
I'm not sure why anyone thinks "retired" forts will be simulated at the Fortress Mode level of detail, including things like mechanisms and exact positioning of dwarves. Your computer is not powerful enough to run two fortress simulations at once.
What state for various levers has the drawbridge up or down so you can actually get in? If there is an airlock system, what levers have to be pulled to open the inner doors after travelers have entered through the first set of doors?
So then the clunky solution would be to allow designations.
So then the clunky solution would be to allow designations.
Yes. But I think the issue here is more that Toady doesn't feel particularly compelled to add in a clunky solution. There are lots of clunky solutions, but I get the impression that he's holding out for a more elegant one. Or at least having a bunch of other aspects of the game coded so that he doesn't have to go back and touch the fortress simulation code multiple times.
I suppose the current peak of this feature will be learning to be a necromancer and then animating your own severed arm as a permanent traveling companion.
I'm not sure why anyone thinks "retired" forts will be simulated at the Fortress Mode level of detail, including things like mechanisms and exact positioning of dwarves. Your computer is not powerful enough to run two fortress simulations at once.
This issue, I think, is not that the fort needs to be simulated while you're running another fort except in high level detail. The issue is that it needs to be simulated correctly if you visit as an Adventurer. Basic things like: What state for various levers has the drawbridge up or down so you can actually get in? If there is an airlock system, what levers have to be pulled to open the inner doors after travelers have entered through the first set of doors?
It's those more complicated structures that Toady is concerned about. Players do all sorts of interesting things in their fortresses, and sometimes there isn't a decent 'default' state to leave it in that'll keep the fortress working properly if it's loaded during visiting. We can debate about how much of an issue that is, but from what Toady has said he would like these issues to be handled properly.
If you sever your arm and reanimate it, and then you die, will your arm continue to have adventures?I would think that an 'animate dead(parts)' spell has a timer on it.
Because if so- freaking awesome! I would create a necromancer for the sole purpose of severing all my sever-able parts and reanimating them in a bid to live forever- in a manner of speaking.
I suppose the current peak of this feature will be learning to be a necromancer and then animating your own severed arm as a permanent traveling companion. That's going to be my test case, anyway. That'll probably make your arm into a historical figure with its own entry on the legends screen.
Interactions are going to be AWESOME. I mean, just the framework is getting me excited. The sheer possibilities are incredible!
Also...
Will the Shift+I menu work for the interactions, or will there be a new bind (oh god)?
snipI think animated things operate without a soul, they're essentially braindead and only operating on the standard "attack enemies of your faction that you see" AI.
Also it seems like an animated part receives a new soul, so except if you can give clear orders to animated companions, you won't control your hand from a distance.
snip
snipI think animated things operate without a soul, they're essentially braindead and only operating on the standard "attack enemies of your faction that you see" AI.
Also it seems like an animated part receives a new soul, so except if you can give clear orders to animated companions, you won't control your hand from a distance.
snip
This is going to be one of the best updates ever and it'll probably mean I can get my more adventure mode liking friends to play the game too. I might have to learn to actually mod too :D
If you sever your arm and reanimate it, and then you die, will your arm continue to have adventures?
Because if so- freaking awesome! I would create a necromancer for the sole purpose of severing all my sever-able parts and reanimating them in a bid to live forever- in a manner of speaking.
If you sever your arm and reanimate it, and then you die, will your arm continue to have adventures?
Because if so- freaking awesome! I would create a necromancer for the sole purpose of severing all my sever-able parts and reanimating them in a bid to live forever- in a manner of speaking.
Some things should not be severed.Spoiler (click to show/hide)
Just sayin'.
Do this mean you can now strangle people from a distance?
So... This would be the culmination of the Armies arc, right?
Provided we can craft/procure the appropriate sleevies...
So... This would be the culmination of the Armies arc, right?
Provided we can craft/procure the appropriate sleevies...
The army arc isn't over until Toady says it is, and even then there might be changes in the future. Before that happens, we will at least be able to send out armies from our fortresses, and command armies as an adventurer.
Toady did the interactions change because it fixes a lot of missing functionality, which would be vastly increased in the next version had it not been implemented.
So... This would be the culmination of the Armies arc, right?
Provided we can craft/procure the appropriate sleevies...
The army arc isn't over until Toady says it is, and even then there might be changes in the future. Before that happens, we will at least be able to send out armies from our fortresses, and command armies as an adventurer.
Toady did the interactions change because it fixes a lot of missing functionality, which would be vastly increased in the next version had it not been implemented.
While we are at it...what are the "biggest" and most awesome features in the upcoming new version? Can we move armies in dwarf mode and conquer settlements for example? I am unable to figure it out after reading the devblog.
We're not into the army arc yet, this next release is release one of the caravan arc and there are nine caravan arc releases planned before moving on to the army arc. It's going to be a while yet before you can start sending out invading armies.
As for the best feature of this next release, that's entirely a matter of opinion and I'm going to have to see them in action before I can decide on which one I like best.
umm i know this is stupid but i don't get what it means by when it says interactions ^^; yeah i know i'm stupid
umm i know this is stupid but i don't get what it means by when it says interactions ^^; yeah i know i'm stupid
:o ???
Mea Culpa! Mea Maxima Culpa!
The next release is NOT the culmination of the Army Arc. As hinted by my spoilered pun, I thought I was making a joke. I apparently overestimated my sense of humor, not an uncommon occurance.
Disembodied Arm brought back to life... Little Arm -> Armie... Armies... Sleevies... ::)
And let's not forget emergent gameplay will create new, unplanned best features.
And let's not forget emergent gameplay will create new, unplanned best features.
I doubt we are going to see a better feature than zombifying your severed own limbs as allies. I'd love to be proved wrong, and some of the night creature stuff seems great, but that's still a very hard to beat best feature.
Thank for telling me and i do follow the devlogs i didnt know it was called interactions i just thought it was magic =S etiher way sounds awsome ^^umm i know this is stupid but i don't get what it means by when it says interactions ^^; yeah i know i'm stupidOr more likely you don't follow the devlog (http://www.bay12games.com/dwarves/).
Squid ink addition turned into material-flows-as-interaction rewrite, which is longer but allows the breath cloud/glob/cone stuff to be added as interaction powers now, which will doubtless come in handy. It also makes material breath have body part requirements, which they were missing. Fire breath hasn't been integrated yet. I suppose webs should be as well, but we'll have to see what happens. Back to towns for now.
ability to perform interactions as an adventurer now
have wolf bone chairs.
Animate them as needed.
Just use your own animated body parts as projectile weapons.
Holy cow, I just remembered Toady musing about weaponized zombie dragon heads. WE CAN DO THAT.
This may seem self-explanatory, but I wanted to be sure.
Will special attacks such as firebreath or webs be handled under the interaction system?
Just use your own animated body parts as projectile weapons.
As awesome as that would be, you can't throw other units, just inanimate objects or ones so small they don't even have parts.
will these abilities be retained by re-animated corpses and will it only be with certain parts still there? Like, could a dragon head breath fire even if it no longer had lungs to breath with at all?
Also on the topic of necromancy, can the severed body parts of non-organic creatures be revived? I remember in arena mode that, while some severed parts of a bronze colossus were just "bronze colossus #x's bronze" others specified a body-part.
Just use your own animated body parts as projectile weapons.
As awesome as that would be, you can't throw other units, just inanimate objects or ones so small they don't even have parts.
Seeing as abilities like these are now linked to body parts it seems likely that a reanimated corpse with the required part will still be capable of performing the ability.
Yes you can. Just wrestle it by whatever part, go into the wrestling menu, select "wrestle with [the part you used to grab it]." then select "throw". Small enough creatures will go flying.
Seeing as abilities like these are now linked to body parts it seems likely that a reanimated corpse with the required part will still be capable of performing the ability.
Wait, when Toady say they'd be linked to body parts?
Squid ink addition turned into material-flows-as-interaction rewrite, which is longer but allows the breath cloud/glob/cone stuff to be added as interaction powers now, which will doubtless come in handy. It also makes material breath have body part requirements, which they were missing. Fire breath hasn't been integrated yet. I suppose webs should be as well, but we'll have to see what happens. Back to towns for now.
I think the question we all want an answer to with the latest devlog post: Does this mean I can finally storm a Dragon's den leading an armada of decapitated and reanimated babies with my own right hand as my lieutenant?
I think the question we all want an answer to with the latest devlog post: Does this mean I can finally storm a Dragon's den leading an armada of decapitated and reanimated babies with my own right hand as my lieutenant?No, being able to appoint followers to positions won't happen for (probably) quite a while. Even when it does, raised body parts are unlikely to be viable choices, as they lack cognitive ability. Everything else is possible.
Suppose I have a necromancer companion. If I die, could he reanimate me? Would I still have control?
Suppose I have a necromancer companion. If I die, could he reanimate me? Would I still have control?
I doubt you'd still have control since you'd basically just be a mindless (or at least without your original mind) zombie.
Suppose I have a necromancer companion. If I die, could he reanimate me? Would I still have control?
I doubt you'd still have control since you'd basically just be a mindless (or at least without your original mind) zombie.
Also by the same concept you would gain control of yourself if an enemy necromancer raised you.
Though it could be something Toady could look into for the future... an ability Necromancers could have that raises people back from the dead as undead monstrocities.
Taking down a Necromancer would be a pretty difficult task if not handled with care:
n.b. An adventurer killed by the Necromancer's buddies would be resurrected to fight for him, retaining part of his/her historical skills and history. After each failed attempt to kill the dark sorceror, the number of undead heroes increases and the task becomes more difficult.
fun times! :)
Well you could always get suspicious and run him out of town.Suppose I have a necromancer companion. If I die, could he reanimate me? Would I still have control?
I doubt you'd still have control since you'd basically just be a mindless (or at least without your original mind) zombie.
Adventurers being able to do interactions is easily the most epic DF announcement since.. I dunno. Probably multiple Z levels. I'm pretty damn excited, anyway.
Adventurers being able to do interactions is easily the most epic DF announcement since.. I dunno. Probably multiple Z levels. I'm pretty damn excited, anyway.
For the modding community maybe.
There are so few interactions adventurers even get outside of mods.
Consider this: if you play as a dragon, you will be able to breath fire. [...] Actually being able to breath fire as a dragon is just plain cool.
Fire breath hasn't been integrated yet.
Consider this: if you play as a dragon, you will be able to breath fire. [...] Actually being able to breath fire as a dragon is just plain cool.
I'm not sure why people are talking like dragonfire is a sure bet: (http://bay12games.com/dwarves/#2011-06-20)Quote from: devlogFire breath hasn't been integrated yet.
And there's no guarantee that it'll be integrated before the release.
But it does imply that it is or will be coming.
Actually...no. There is something possibly even better than necromancy or that sort of stuff. If we can get interactions to change a body part, we could possibly create a crude evolution.That'd presumably mostly fall under the body part/tissue layer changes that won't be possible yet, unfortunately. I'm not clear on whether interactions would be able to act as "genes" in the necessary manner, either.
Consider this: if you play as a dragon, you will be able to breath fire. [...] Actually being able to breath fire as a dragon is just plain cool.
I'm not sure why people are talking like dragonfire is a sure bet: (http://bay12games.com/dwarves/#2011-06-20)Quote from: devlogFire breath hasn't been integrated yet.
And there's no guarantee that it'll be integrated before the release.
A while back I tried all sorts of varying combinations of things that could go in a breath attack to find one that could set things on fire or at least cause heat damage, but never succeeded. Closest thing I got was a dragon that spewed goop all over things that made them freeze to death.
Six days without development updates after two months of almost daily updates... maybe we will have a release soon?
Six days without development updates after two months of almost daily updates... maybe we will have a release soon?
I've resigned myself to it being another few months yet, to be honest. Off on holiday soon, it'd be a pleasant surprise if it was here when I came back. :D
At this point, it'll probably be weeks rather than months (and rather than days, for that matter). Stalkers (which might make the other likely night creatures easier to implement, so those might come in as well), sponsorship animals (I'm uncertain whether Toady actually wants to try and make proper beaver dams, but other than that, he might do little things here and there), preliminary testing and bugfixing at the very least. Emergent features could always happen, and I might be forgetting things.
My kitchen flooded today, which was FUN. It was a valve on the washing machine I guess. Scamps remained dry, though every towel in my apartment is now soaking on the floor.
Hey I'm just wondering if you will implement a multiplayer mode for DF Adv mode.No, the game just isn't set up in a way that would make multiplayer possible, especially in adventure mode. Also, read the roleplaying section description.
You can participate in the only multiplayer games B12 is likely to have anything to do with here. Feel free to start one of your own.
Hey I'm just wondering if you will implement a multiplayer mode for DF Adv mode.It will never happen.
Don't worry bout the flood Toady! See it as the opportunity it is! get some grass to grow on the muddied tiles and you'll be able to Threetoe in your kitchen!
Don't worry bout the flood Toady! See it as the opportunity it is! get some grass to grow on the muddied tiles and you'll be able to Threetoe in your kitchen!
... I'm not a native speaker... Are you positively sure a word isn't missing in your sentence ?
It makes sense but you have to assume that Threetoe is an action of some sort.hanging upside down from the ceiling/rafters one assumes...
Like doing the Monkey.
Though it does beg the question about what exactly Threetoe'ing is.
I think I'll keep that unedited for posterity though. Pretty funny if I so myself.
I wonder how common secret learning opportunities will be.
Beaver dams? Oh dear.
I'm imagining the hail of fun that will ensue during large-scale pumping projects... Especially if your dwarves are beard-deep in aquifer layers and the pumps switch off.
Hee hee.
In my opinion, it's fantastically fitting that the first thing that vaguely resembles magic that adventurers will be able to do in vanilla Dwarf Fortress is the ability to animate the bits and pieces of people you've recently hacked apart.
Well when the magic starts going in the game balance is 99% sure to be broken for few releases until they are finetuned after some serious playtesting.In my opinion, it's fantastically fitting that the first thing that vaguely resembles magic that adventurers will be able to do in vanilla Dwarf Fortress is the ability to animate the bits and pieces of people you've recently hacked apart.
With no limitations either making it possibly the most broken ability in Dwarf Fortress.
In my opinion, it's fantastically fitting that the first thing that vaguely resembles magic that adventurers will be able to do in vanilla Dwarf Fortress is the ability to animate the bits and pieces of people you've recently hacked apart.
With no limitations either making it possibly the most broken ability in Dwarf Fortress.
Well, you do have to find the secrets first, which probably means taking down an enemy necromancer or raiding a dungeon.
Well, you do have to find the secrets first, which probably means taking down an enemy necromancer or raiding a dungeon.
Yeah but go a few months back before necromancers and go
"Hey, what if we had magic that was clearly overpowering allowing us to bring Megabeasts on our side for no cost or penelty. However it was hard to find ability"
I would suspect almost everyone would be against it.
That is what I find funny.
It is part of the "Everything is forgivable if it is awsome"
Well, you do have to find the secrets first, which probably means taking down an enemy necromancer or raiding a dungeon.
Yeah but go a few months back before necromancers and go
"Hey, what if we had magic that was clearly overpowering allowing us to bring Megabeasts on our side for no cost or penelty. However it was hard to find ability"
I would suspect almost everyone would be against it.
That is what I find funny.
It is part of the "Everything is forgivable if it is awsome"
Is there a leaked version? Or can you see the future? It must be one of these, for it looks like you know too much already.
There are limitations. The animated bits require either a head or a grasp part or they either can't be reanimated or collapse immediately. That's one of the new undead rules, they need one of those to stay 'alive'.
A zombie arm is ok. It has a grasp part. A zombie Leg is not.
An arm or even half of a person is going to be significantly weaker than a living soldier due to the huge size disadvantage.
An arm or even half of a person is going to be significantly weaker than a living soldier due to the huge size disadvantage.
That in mind, I expect there'll be the regular size-based weirdness when it comes to animated parts; a lot of them'll probably be too small to pierce the skin/break bones, and thusly they'll just cause a lot of attack spam and no real effect.
Urist McAdventurer: Will you come and journey with me? Share in my glory!You couldn't reanimate the lower body. It doesn't have a GRASP or MOUTH part. You could, however, stab him in the brain and then reanimate the entire corpse.
Townsfolk: Nah thanks, I'm fine tending my cabbages.
Urist McAdventurer: Ok. We do this the hard way. *cleave*
Urist McAdventurer: *mysterious mumbling*
Townsfolk's upper and lower halves of body stand to attention beside Adventurer
Urist McAdventurer: Onwards we go then!
An arm or even half of a person is going to be significantly weaker than a living soldier due to the huge size disadvantage.
That in mind, I expect there'll be the regular size-based weirdness when it comes to animated parts; a lot of them'll probably be too small to pierce the skin/break bones, and thusly they'll just cause a lot of attack spam and no real effect.
I'm now imagining adventuring with a veritable cloud of hands. At a word from me, they all leap for the nearest not-mine throat and start squeezing.
Even better, the ability to 'assemble' golems would be sweet. Take a hydra's body, switch out each head for a firebreathing dragon's... maybe add some wings and then ride this bastard into battle.
Will the player be able to take advantage of that mechanic to complement whatever necromancy they pick up?
Now that specific abilities are attached to specific body parts, will we be able to perform the aforementioned Dragon Head/Hydra Body and expect firebreath as a result?
My seven dwarves were able to dispatch some dozens of zombies without difficulty, which might be a problem.
From devlog:QuoteMy seven dwarves were able to dispatch some dozens of zombies without difficulty, which might be a problem.
It is certainly a problem. All your work on undeads would be pointless if they aren't a challenge. I hope you have time to fix it.
Clearly necromancers need more zombies. And raise their hit point number, that'll have to hold until the proper pulping goes in. Proper pulping shouldn't go in now, this release is taking long enough already.
Clearly necromancers need more zombies. And raise their hit point number, that'll have to hold until the proper pulping goes in. Proper pulping shouldn't go in now, this release is taking long enough already.
Yeah, I think it is a matter of too few hit points right now.
If they had and could use weapons they would be a lot more dangerous.
If they had and could use weapons they would be a lot more dangerous.
I really hope reanimated bodies will keep their clothing/armor.
I haven't done anything with equipment.
I asked about this a while back.I haven't done anything with equipment.
So not yet, but maybe in the future.
I asked about this a while back.I haven't done anything with equipment.
So not yet, but maybe in the future.
Well, it is a pity. They are worthless gameplay-wise as long as they don't offer some challenge to players.
I asked about this a while back.I haven't done anything with equipment.
So not yet, but maybe in the future.
Well, it is a pity. They are worthless gameplay-wise as long as they don't offer some challenge to players.
Yes, exactly. Not everything needs to be super 'uber'. My take on zombie's, particularly humanish ones, is that they are not all that hard to handle in small quantities. It's in their overwhelming numbers where they become dangerous. So a few dozen humanish zombies against 7 dwarves isn't 'overwhelming' and should be survivable (if they're the slow, shambling type I usually envision). Now, if you get cornered or up against zombified beasts, monsters and other nasties... that could be very different of a story.
Toady, is there a negative effect to being grabbed by some body part right now ? For example, does being grabbed by the leg slow down your moves, being grabbed by the hammer arm decrease your attack speed, being grabbed by the shield or the shield arm impair you ability to block ? If not, it could be a good way to make zombies stronger.
Also, zombies usually have an iron hand when it comes to grabbing a prey... will DF zombie have such strength as well ? DF zombie obviously won't have the contaminated bite thing (although something close might be modded in), but will their bite have a higher tendency to cause infections, given the rottyness they're famous for ?
I really hope Toady will fix bug with vanishing zombies, while he is at it. Maybe add at last pulping? Feature creep is in full effect anyway, so why not. I am still sad there was no separate release (with additional bugfix release, of course) because of said creep.
he demolished a zombie ettin, a zombie giant, a zombie minotaur and a zombie roc one after another with his worst wound being a bruise on his arm
And of course your dwarves might end up fighting undead relatives and loved ones... I'd imagine that'd cause some problems for them too.
And of course your dwarves might end up fighting undead relatives and loved ones... I'd imagine that'd cause some problems for them too.
"Dad, you killed the zombie Urist!"
"He was a zombie?"
My adventurer fought through around sixty zombies in the tower, killed the necromancer, learned the secrets of life and death, and then raised various limbs (not my own). Then I talked to one of them, and it told me that it was peasant. It was flattered but had no need of my services. I imagine its little fingers were shaped into the form of a mouth and they flapped back and forth while it spoke with a high-pitched voice. I guess there's still work to do.
"No, Moreno is not here."
I imagine its little fingers were shaped into the form of a mouth and they flapped back and forth while it spoke with a high-pitched voice.
QuoteI imagine its little fingers were shaped into the form of a mouth and they flapped back and forth while it spoke with a high-pitched voice.
Y'know, I'd love to see this become an actual feature somehow...
QuoteI imagine its little fingers were shaped into the form of a mouth and they flapped back and forth while it spoke with a high-pitched voice.
Y'know, I'd love to see this become an actual feature somehow...
Planes of madness, Trickery, or Chaos?
QuoteI imagine its little fingers were shaped into the form of a mouth and they flapped back and forth while it spoke with a high-pitched voice.
Y'know, I'd love to see this become an actual feature somehow...
Planes of madness, Trickery, or Chaos?
Neither. The Addams Family.
Just poked my head into Mantis to report a bug, and I noticed that this upcoming release has a couple Truetype bugs fixed by Baughn, so that's exciting.
Toady, will all severed body parts be capable of re-animation? Even stuff that can't move, such as spleens, hearts, eyes, etc?As far as the stock interactions are concerned, they need a head or grasp (if the original creature had them) still attached to the body part to make that body part eligible to be reanimated.
I sincerely doubt that, but it can't hurt to ask. Or can it?
Right now we're using a sort of weird definition, where you have to have at least one head or grasp left if your original body had any of those. If your body is weird enough not to have a head or grasp defined, and it is still marked as being from a "living" being, then it can always be raised, which would amplify your need to go after the source instead, if possible. This makes completely exotic monsters trouble in evil regions, and I'll have to see if additional precautions are necessary.
Since zombies need a head or grasping body parts to be reanimated, what happens to a resurrected zombie that gets its head and hands chopped of in battle?It collapses, according to DF Talk 14. But since chopping off body parts isn't that easily controllable in Dwarf mode, the ease of killing the zombies probably can be attributed to the hit point system.
Speaking of the hit point system - when it was put in place it was to deal with the fact that zombies had no death conditions, and as such were nearly impossible to kill (http://www.bay12games.com/dwarves/mantisbt/view.php?id=692). Now that there are death conditions for zombies (losing all graspers/mouths) the hit point system is probably on its way out. It was always a temporary measure, but we'll see if it is still necessary.
Speaking of the hit point system - when it was put in place it was to deal with the fact that zombies had no death conditions, and as such were nearly impossible to kill (http://www.bay12games.com/dwarves/mantisbt/view.php?id=692). Now that there are death conditions for zombies (losing all graspers/mouths) the hit point system is probably on its way out. It was always a temporary measure, but we'll see if it is still necessary.But severing body parts isn't always possible, remember. I'm sure you've fought forgotten beasts that just won't be bisected, right? Or the nigh-impossible to decapitate bronze colossus? I think the hitpoint system will still be needed unless/until the sever mechanics are changed.
Just poked my head into Mantis to report a bug, and I noticed that this upcoming release has a couple Truetype bugs fixed by Baughn, so that's exciting.
Those creatures don't use the hitpoint system to my knowledge, even though they probably should.Speaking of the hit point system - when it was put in place it was to deal with the fact that zombies had no death conditions, and as such were nearly impossible to kill (http://www.bay12games.com/dwarves/mantisbt/view.php?id=692). Now that there are death conditions for zombies (losing all graspers/mouths) the hit point system is probably on its way out. It was always a temporary measure, but we'll see if it is still necessary.But severing body parts isn't always possible, remember. I'm sure you've fought forgotten beasts that just won't be bisected, right? Or the nigh-impossible to decapitate bronze colossus? I think the hitpoint system will still be needed unless/until the sever mechanics are changed.
No, but you suggested that the hitpoint system might no longer be used for zombies, a suggestion with which I have no issues, given that the sever mechanics are changed to permit multiple strikes to increase the probability of a severing on any given hit via damage to the connecting region, as otherwise very large undead creatures could become impossible to kill.Those creatures don't use the hitpoint system to my knowledge, even though they probably should.Speaking of the hit point system - when it was put in place it was to deal with the fact that zombies had no death conditions, and as such were nearly impossible to kill (http://www.bay12games.com/dwarves/mantisbt/view.php?id=692). Now that there are death conditions for zombies (losing all graspers/mouths) the hit point system is probably on its way out. It was always a temporary measure, but we'll see if it is still necessary.But severing body parts isn't always possible, remember. I'm sure you've fought forgotten beasts that just won't be bisected, right? Or the nigh-impossible to decapitate bronze colossus? I think the hitpoint system will still be needed unless/until the sever mechanics are changed.
I think that the pulping system is un-needed.
I think that the pulping system is un-needed.Spoiler (click to show/hide)
I don't think zombies were ever really overpowered, the problem was forgotten beasts/late-game enemies and the fix for them just sort of happened to also apply to zombies.I can assure you that they were. I had my military fight a zombified eagle for several months before my soldiers started dying of thirst. With no death conditions, combat with the puddle of zombie eagle just went on and on and on despite it being unable to move or respond in any way. Perhaps they were not "overpowered" in the sense that they did not do substantial damage, but something just refusing to die if pretty game-breaking.
Were they wrestlers? I killed plenty of zombie camels and even a few scorpions before the fix, all it took was a headshot with a sword or axe. That said, the only real difference between zombies and the inorganic forgotten beasts who were undeniably broken is size, so I suppose a large enough zombie would have posed the same problems they did.I don't think zombies were ever really overpowered, the problem was forgotten beasts/late-game enemies and the fix for them just sort of happened to also apply to zombies.I can assure you that they were. I had my military fight a zombified eagle for several months before my soldiers started dying of thirst. With no death conditions, combat with the puddle of zombie eagle just went on and on and on despite it being unable to move or respond in any way. Perhaps they were not "overpowered" in the sense that they did not do substantial damage, but something just refusing to die if pretty game-breaking.
I am nevertheless having trouble imagining how a pulping system would work that wouldn't just be a fancy hitpoints thing. Maybe after red damage to an area you just keep hitting it until it turns to goo? But this still doesn't fix dumb stuff like thousands of undead fingers crawling around.
It is almost as though zombies make no scientific sense...
Stalkers shouldn't be nearly harmless.Were they wrestlers? I killed plenty of zombie camels and even a few scorpions before the fix, all it took was a headshot with a sword or axe. That said, the only real difference between zombies and the inorganic forgotten beasts who were undeniably broken is size, so I suppose a large enough zombie would have posed the same problems they did.I don't think zombies were ever really overpowered, the problem was forgotten beasts/late-game enemies and the fix for them just sort of happened to also apply to zombies.I can assure you that they were. I had my military fight a zombified eagle for several months before my soldiers started dying of thirst. With no death conditions, combat with the puddle of zombie eagle just went on and on and on despite it being unable to move or respond in any way. Perhaps they were not "overpowered" in the sense that they did not do substantial damage, but something just refusing to die if pretty game-breaking.
I am nevertheless having trouble imagining how a pulping system would work that wouldn't just be a fancy hitpoints thing. Maybe after red damage to an area you just keep hitting it until it turns to goo? But this still doesn't fix dumb stuff like thousands of undead fingers crawling around.
It is almost as though zombies make no scientific sense...
Neonivek is right, too, dwarves need to respond a little more intellegently to nearly harmless and practically unkillable creatures (edit: especially with stalkers and vulnerabilities coming in).
Yeah, the Extremely Specific and Arbitrary Suggestions Forum is one or two forums down.For some reason two forums down is the Curses forum.
Raising little bits and pieces and adventure-moding them in the arena continued to expose various problems. At the worst of it, knocking out an animated head's teeth caused two copies of the head to fly out and land on the ground, which would then be raised (complete with teeth), continuing the process until the arena was a churning mass of heads.
I tried the butcher command in the arena, and the necromancer managed to raise both a skeleton and a walking hollow skin... which I suppose I'll keep since it makes about as much sense as a walking skeleton. So... keep the necromancer away from your raw skin stockpiles, he he he.
Quote from: devlogI tried the butcher command in the arena, and the necromancer managed to raise both a skeleton and a walking hollow skin... which I suppose I'll keep since it makes about as much sense as a walking skeleton. So... keep the necromancer away from your raw skin stockpiles, he he he.
Holy moly, that is an unsettling mental image.
I'd just like to throw out there that Hollow Men is a REALLY badass/scary sounding name.
Unfortunately, the Fable franchise already has Hollow Men
What i fear is butchering in Evil regions. Skeletons coming alive in your refuse pile and paws scrathing the butcher to death. What would be cool would be a undead Skin or Pelt that chokes you to death.
...someone came up with...
That line about zombies making a good first impression. I imagined a zombie going to an interview and wearing a suit.
The hollow skin reminds me of Aztec priests flaying victims' skins and using them as clothing (http://en.wikipedia.org/wiki/Xipe_Totec#Annual_festival). It's not hard to get to a hollow skin zombie from that. (Actually, there was a Hecatomb card along those lines, the "Forsaken Shell (http://www.trollandtoad.com/p192698.html)"...)Which is apparently from another game of Wizards that's slightly more successful (and which in turn certainly has other sources, and so on). It's a very cool feature still, though.
Can reanimated dragons breathe fire, and reanimated imps throw fireballs?In all likelihood, material properties do carry over. That kind of consistency is what material definitions should help with. Actually, they kind of have to carry over, along with wounds etc.
Do material properties on skin carry over properly, so an animated imp skin is magma/fire immune?
If material properties do carry over, would it be reasonable to assume that if a creature has metal skin, then the skin that's animated will also be the same metal with all those same properties?
Hmm,They should animate. They're a head body part of a once-living creature, as you note. Unless the totem stuff wreaks havoc with that.
Do butchered skulls animate? Or do those count as 'skeletal heads' already?
8) i hope the hairs scales and spines get animated along with the skin. I can see easely a animated hedgehog-men husk driving his spines into your body.
It's funny how one simple thing can add a whole new flavor of nightmare fuel.
I like the hollow skin idea, but with one question: Presumably, the animated "skin" is in the shape of the creature, as if the creature had been hollowed out. I'm wondering what kind of weird butchering processes dwarves have that leave the entire hide intact! Maybe they extract the innards by boring a hole in the top and pureeing the insides? I don't want to think about it.They just pull it all out through the mouth.
Will we ever get objects/items that can do certain attacks, like strangling. (E.g. Will we one day be able to garrote someone with his best friends guts, or whip him with them? And will we be able to build in Adventurer Mode anytime in the foreseeable future?
Will players in fortress mode ever be able to bring curses upon their dwarves by building a temple to one of the gods, then profaning it themselves by taking out the alter to put in a refuse stockpile or something? Will we even be able to build temples in fortress mode?
1. On of the things that always kinda annoys me with Adventure mode is that you can never really tell what someone is wearing. You have to dig through their inventory menu and then mentally piece what they look like together. Is it possible that, in the future, when you select someone and press "d" to look at their description, it could say not only what they look like physically but also what they're wearing? It could just say whatever they're wearing in the "top" layer of each body part and say nothing if they're not wearing anything. something like "He has a [whatever] on his upper body, [another whatever] on the his lower body, [yet another whatever] on his left hand, etc."
2.Another problem I tend to have in adventure mode, in mods especially, is knowing what skill a specific weapon uses. Would it be possible to have some way of finding out what skill a weapon uses in game (without checking raws or using it to see what skill increases)?
3.Right now, injury in adventure mode is kinda...sporadic in its effects. I managed to shatter the bones of the upper and lower legs and upper and lower arms of some merchant and he continued to attack seemingly unabated and without any real negative effects. Similarly, damaging organs seems to be completely ineffective except in the case of heart, lungs and brain (and spine, if you consider that an organ). Tendons also don't seem to effect much, if anything, from what I've seen. Is this sort of thing more of a side effect of a personality strangeness (ie "all my limbs are shattered but I'll still cut the eyes out of that guy who stole a spoon because the hivemind desires it") or just that body structures and actual physical actions don't quite correlate yet?
Ah, apparently Toady is on to adding criminals. How deep will criminals be implemented for this time ? Random formation, ot will it be tied to for example poverty ? Does this means Stalkers will get in too ?
Which situations in adventure/dwarf mode are (currently) pulling from real populations, and which ones are just spawning random creatures of the associated type of the given civ? Meaning that they are either a historical figure, or they represent some actual member of the parent civ's actual current population of creatures.
We already know that random spawns are:
starting 7 (dwarf mode)
immigrants (dwarf mode)
invaders (dwarf mode)
traders (dwarf mode)
guards (dwarf mode)
And that real population pulls are:
diplomats (dwarf mode)
cities
Ones that are potentially up in the air are:
castle guards (adventure mode)
bandits (adventure mode)
With thieves down in the sewers, is there any consideration being given to literally underground black markets?
Quote from: Jiri PetruHow are prices determined?
I mean in the new economy, of course.
EDIT: Or is there no new economy yet? I might have lost track of it.Quote from: RoflcopterAt what level of abstraction will the relative value adjustments of trade goods applied?
IE: Is the supply/demand of goods handled by settlement, by individual merchant, by general region, etc.
Will the caravan arc include changes that allow fortress mode players to dispatch their own trade caravans to certain regions?
And as a sub question, if so this would set precedent for persistent entities leaving your fort and doing things that effect the world, which would be pretty necessary for the army arc, so would I be correct in assuming that if this is the case, it would get thrown in somewhere around the end of the caravan development arc?
Toady now that gods are real (somewhat), how exactly can anyone even pretend to be one? How do they stop the ire of the gods? What are your thoughts on this?
The dungeons denizens like bandits, beasts and animal peoples will make incursions into the surface to attack or steal? These attacks will be restricted only for the city they live under?
-since gods seem to get fleshed out more and more, are you also planning to introduce something along the lines of angels?
-if yes: would those exist for every god or would that be more a "gods preference", so one god has his own and another doesnt or do you have other plans, like maybe there is just some kind of angel army that follows the orders of all the gods?
-related: do you plan any hierarchy between demons?
-if yes: would something like a demon-king emerge naturally through power struggles or would it be something with a certain demon(demon-race) to be predestined to be the king(higher demons)?
(-will there be something like demon-races at all?)
Will world gen "heros" ever assume the role of treasure hunter and go after these items, or will they just be looking for kills?
Are we going to have ghost towns/ruins?
Will we be able to see other adventurers in the sewers fighting for theyr lives/looting stuff?
Will the maps have say some small markers for important people/the places where important people hang out normaly?
Can a (nonplayer) adventurer be tasked to kill a werebeast if he did himself the killings (thus if he is said werebeast)?
Toady right now the world only wobbles it mostly stays in place with very little actually affecting the balance as a whole, especially since by the very fabric of a game no one can really make large strides, but nothing really shifts, changes, rises, falls, put at risk, or really created even with everything your putting in now. What do you think needs to be in place before that kind of narrative can occur?
I guess I am not being fair.
Will there be some sort of tag to have vampires under a different name on a per-creature/caste basis? E.G, [CASTE_VAMPIRE_NAME:rainbow drinker:rainbow drinkers]
Will raised undead have the clothes, equipments and weapons they had when they died? Or will they be naked?
The way it currently works I would think they would be naked, but it would be nice to have them using the equipment they had when they died.
Are there any considerations to add proper portcullis' to the game with the inclusion of vast walled cities or will this be regulated to the future moving fortress parts update?
I just noticed something with the maps. Along the northern part of the city, you can see roads ending straight into the city walls. That's not dramatic, after all there might be houses or farms there. What strikes me more is the road going through the northern gate which literally leads to nowhere. It ends at the gate. Could you please explain this Toady ?
Quote from: EnigmaticHatWhen hilldwarves are in, is there a chance we could end up with a town map like the one you posted, but with our own fortress at the center?Quote from: Knight OtuSeems unlikely - the hill dwarf settlements probably will use different structures from human towns. Perhaps if you mod the game to have dwarves use towns rather than mountain halls.Quote from: CruxadorIt won't be identical, since the different races (humans, elves dwarves, etc.) are getting unique stuff in army arc. But I'd imagine that's the general idea.
I was wondering if this comment, "I'm in the middle of rewriting the army code to support the new zoomed-in maps (your traveling group is stored as an army for homogeneity's sake)." could be taken to imply that the future Worldgen battle report maps might use the same/a similar map system? (i.e. same scale, representation of roads/rivers etc.)
How does the building list work, you select one and it shows you the icon(or *) on the citytravel map?
Or does it list only a handfull of local buildings of interest?
Toady, what are double braids? (Google Image would help)
A couple questions that arose from rereading the dev page:
Will we get population sprawl with farms and whatnot growing up around adventurer-created sites?
I feel like that should happen based on the adventurer's reputation and what stuff the site actually includes.
Will merchants come to adventurer sites?
It would be a good reward that makes sense for building a nice site, both traveling caravans like in Dwarf mode and potentially markets formed by the population.
any chance a fully customizable dwarf description is in the works? basically for adventure mode, but maybe for special dwarfs in dwarf mode? it would be nice to model a dwarf after my looks and/or personality, or others that "sponsor" a dwarf in my fortress.
If you sever your arm and reanimate it, and then you die, will your arm continue to have adventures?
Quote from: PutnamWill the Shift+I menu work for the interactions, or will there be a new bind (oh god)?Quote from: DsarkerDepending on how they're going to be working with the game, it could be under the same menu as the adventurer crafting.
Do this mean you can now strangle people from a distance?
Will special attacks such as firebreath or webs be handled under the interaction system?
Also on the topic of necromancy, can the severed body parts of non-organic creatures be revived? I remember in arena mode that, while some severed parts of a bronze colossus were just "bronze colossus #x's bronze" others specified a body-part.
Suppose I have a necromancer companion. If I die, could he reanimate me? Would I still have control?
Also, can creatures be truly resurrected rather than zombified (retaining original soul and/or with a non-decaying body), or resurrected but with an interaction applied? (and if so, do they retain their previous entity allegiance, or change to that of their resurrector?)
Are constructed "Frankenstein Monster" type things going to be in the upcoming version?
Will the player be able to take advantage of that mechanic to complement whatever necromancy they pick up?
Now that specific abilities are attached to specific body parts, will we be able to perform the aforementioned Dragon Head/Hydra Body and expect firebreath as a result?
I know that they were mentioned in a DF talk, but I don't see confirmation of their inclusion in the devlog (apart from a brief "after vampires" from Threetoe,) and that Talk was certainly before the decision to make interactions usable by the player.
Mostly, I'm picturing sewing daggers to the fingers on those severed hands to give them serious damage potential, or sewing a human hand to that same human's lower body in order to animate it separately. Or sewing that human hand onto other normally unraisable things.
Quote from: DaeToady, is there a negative effect to being grabbed by some body part right now ? For example, does being grabbed by the leg slow down your moves, being grabbed by the hammer arm decrease your attack speed, being grabbed by the shield or the shield arm impair you ability to block ? If not, it could be a good way to make zombies stronger.
Also, zombies usually have an iron hand when it comes to grabbing a prey... will DF zombie have such strength as well ? DF zombie obviously won't have the contaminated bite thing (although something close might be modded in), but will their bite have a higher tendency to cause infections, given the rottyness they're famous for ?Quote from: SscralCurrently being grabbed prevents you from moving away unless you win some sort of strength contest with whatever is grabbing you and 'break' their hold, also, you cannot dodge while being grabbed/wrestled. I'm not sure if there are any other effects though
Do the resurrected limbs get names based on their body of origin? If not, are they assigned names when you talk to them? From which entity would those names be sourced?
Since zombies need a head or grasping body parts to be reanimated, what happens to a resurrected zombie that gets its head and hands chopped of in battle? Does it fall "dead" (and if so, could that be why the zombies are being defeated so easily?), or does it continue "living" without the head and grasp parts?
I can't imagine a walking skin putting up much of a fight. Though I suppose the same could be said of a walking skeleton. How well did the hollow creatures fare in combat?
Can reanimated dragons breathe fire, and reanimated imps throw fireballs?
Do material properties on skin carry over properly, so an animated imp skin is magma/fire immune?
If material properties do carry over, would it be reasonable to assume that if a creature has metal skin, then the skin that's animated will also be the same metal with all those same properties?
If plant, animal, or metal threads/cloth are sutured/covering various limbs, does the animated skin retain that item in the location it was stitched in/on to or is that information lost when the creature "dies"?
Do creatures even "die" in the same terms that they did in the past (currently released) versions?
Do butchered skulls animate? Or do those count as 'skeletal heads' already?
does this mean there will be artifacts created during worldgen? how soon do you expect to work on it?Quote from: DwarfuWill world gen "heros" ever assume the role of treasure hunter and go after these items, or will they just be looking for kills?
Probably when we go for the treasure hunter role stuff on the dev page, but perhaps before, just to get artifacts flowing around a bit. The movement of artifacts should be one of the main potential driving forces of events. It would be fun to develop a rivalry and to hunt them down once we've got tracking and interrogation, if it comes to that.
Quote from: Tov01Since zombies need a head or grasping body parts to be reanimated, what happens to a resurrected zombie that gets its head and hands chopped of in battle? Does it fall "dead" (and if so, could that be why the zombies are being defeated so easily?), or does it continue "living" without the head and grasp parts?
Yeah, it collapses, but it's generally the animation hitpoint thing that's causing the trouble (coupled with the move/attack speed issue and no compensation for zero skills).
does this mean there will be artifacts created during worldgen? how soon do you expect to work on it?Quote from: DwarfuWill world gen "heros" ever assume the role of treasure hunter and go after these items, or will they just be looking for kills?
Probably when we go for the treasure hunter role stuff on the dev page, but perhaps before, just to get artifacts flowing around a bit. The movement of artifacts should be one of the main potential driving forces of events. It would be fun to develop a rivalry and to hunt them down once we've got tracking and interrogation, if it comes to that.
We are hoping to get to constructed undead and the stalkers. You can't mix and match pieces though -- that will take significant work (and should also lead to proper centaur-style critter generation). Having weapons tacked on to the constructed undead is about as far as we'll be able to take it this time (since that can more or less co-opt the stitch-as-inventory-item code). Player involvement there is unknown. It may even end up being in dwarf mode first as a mood before anything else anywhere, since they practically do it already, although there is an atmosphere question there.
We are hoping to get to constructed undead and the stalkers. You can't mix and match pieces though -- that will take significant work (and should also lead to proper centaur-style critter generation). Having weapons tacked on to the constructed undead is about as far as we'll be able to take it this time (since that can more or less co-opt the stitch-as-inventory-item code). Player involvement there is unknown. It may even end up being in dwarf mode first as a mood before anything else anywhere, since they practically do it already, although there is an atmosphere question there.
What about Intelligent Undead? Aren't they necessary for the necromancers' armies so they can execute organized attacks on fortresses without risking their masters' lives?
A reanimated body doesn't have the same historical information (or a soul/skills). A resurrection (which exists, for use by mummy disturbance currently) does bring the soul back.
QuoteQuote from: EnigmaticHatWhen hilldwarves are in, is there a chance we could end up with a town map like the one you posted, but with our own fortress at the center?Quote from: Knight OtuSeems unlikely - the hill dwarf settlements probably will use different structures from human towns. Perhaps if you mod the game to have dwarves use towns rather than mountain halls.Quote from: CruxadorIt won't be identical, since the different races (humans, elves dwarves, etc.) are getting unique stuff in army arc. But I'd imagine that's the general idea.
Yeah, it's definitely going to be some analagous setup, with some dwarfification. Hopefully all of the army stuff and hilldwarf/extending settlement management and road management and trade and whatever else will see those maps and the scale one higher come up in some uniform and combined way.
Quote from: CruxadorA couple questions that arose from rereading the dev page:
Will we get population sprawl with farms and whatnot growing up around adventurer-created sites?
I feel like that should happen based on the adventurer's reputation and what stuff the site actually includes.
Will merchants come to adventurer sites?
It would be a good reward that makes sense for building a nice site, both traveling caravans like in Dwarf mode and potentially markets formed by the population.
They aren't going to be any different from other sites, technically speaking. It'll require the fluxuation of sprawl post-world-gen, unless it's handled as a special case first, but, yeah, your site is a site. We haven't discussed specifically about you being able to establish places like markets, but there's no reason it wouldn't make sense for them to arise or be created, assuming you have a place the trade AI would see a reason to travel to once caravans can move around. There's also the matter of very local traders like peddlars that wouldn't even require markets to operate, and you might see those almost automatically once they go in, since you'd almost certainly have a resource pool and a population from the outset.
Having weapons tacked on to the constructed undead is about as far as we'll be able to take it this time (since that can more or less co-opt the stitch-as-inventory-item code). Player involvement there is unknown. It may even end up being in dwarf mode first as a mood before anything else anywhere, since they practically do it already, although there is an atmosphere question there.
Yeah, it collapses, but it's generally the animation hitpoint thing that's causing the trouble (coupled with the move/attack speed issue and no compensation for zero skills).Is there any plan to have undead scale with the power of the necromancer?
It sucked, but the zombies are all so bad now it's hard to tell the difference. It calculates weight of bodies for punches and so on, so all the missing bulk should make the skin kind of embarrassing as a striker. As a wrestler I think it will be harder than a normal critter if we make all the animated stronger and faster than they are now, if you aren't skilled enough to get away.
I would kind of like to see this implemented as raised undead having a quality level so if you you found a bunch of no quality zombies you knew they were much less dangerous than a handful of masterwork zombies.I think "quality levels" in this case are completely unappropriate. Use better skill levels.
Quote from: thvazWill raised undead have the clothes, equipments and weapons they had when they died? Or will they be naked?
The way it currently works I would think they would be naked, but it would be nice to have them using the equipment they had when they died.
The corpse-as-container is a little messy for dwarf mode, since you want to get those items back into circulation and they'd be one step removed from all the current code that addresses ground objects. Because there are bag/bins/etc., and dwarves dip into them regularly, I don't think it is an impossible change, but I'm pretty sure lots of things would break if I just went ahead with it, so I've avoided it this time around to prevent further delays. It has been on my mind and is really necessary for them to work well, and for the game to make sense. I'm not sure when it's going to happen. It has been a desired feature for a long time, and the zombie animation makes it moreso. It's kind of like the move/attack speed split. Necessary, with a sort of nebulous fix-up time that constantly sees it pushed off for years.
Oh, I hadn't considered that adding webbing to that framework could kinda-sorta lead to "item breaths". Should be interesting if it comes in.Quote from: Lord ShonusWill special attacks such as firebreath or webs be handled under the interaction system?
It has not happened yet. That is the plan though. It's still in the "hopeful" category for this release. Fire is annoying because it might not work quite right as a "gas" material, so there'd need to be some kind of alteration for a material breath weapon to work as the template. Webs are also a bit strange the way they come into being as items. If I get it done it'll make the game neater though, and allow more options, so it isn't pushed off yet either.
Skulls themselves are an odd case, because they don't have teeth or even a head flag, so they don't animate, and they don't get lumped with the other bones.Aw, no Morte yet. :(
Aw, no Morte yet. :(
What is the status of Legends Mode's XML dump? The last time it was updated was in 31.13.
Re-asking this since I didn't see an answer.What is the status of Legends Mode's XML dump? The last time it was updated was in 31.13.
Hey... Wow, I can just imagine with these 'constructed undead', Urist McStrange going into a fell mood, murdering a bunch of his fellows and then splicing them together into some kind of giant, blood-crusted fleshy monsotrosity, tasked with defending the fortress in its agonizing state of un-life! :DI love the idea of a dwarf doing this and his buddies just dismissing it is one of 'those moods'.
Re-asking this since I didn't see an answer.What is the status of Legends Mode's XML dump? The last time it was updated was in 31.13.
Kind of answers itself, doesn't it? The status is that it hasn't been updated.
The problem with this is that it is still not the question you're trying to ask. What you should have asked is this:Re-asking this since I didn't see an answer.What is the status of Legends Mode's XML dump? The last time it was updated was in 31.13.
Kind of answers itself, doesn't it? The status is that it hasn't been updated.
I should have asked: Are there plans to complete the XML dump?
Speaking of profaning and the gods, whill Armok himself ever make an appearance? Will he always be an outside force? And most importantly, will Blood for the Blood God ever enter as an actual gameplay element?
As I understand it Armok is more the name of a gameplay feature than an actual entity, and it's conceivable that he's only an outside force. But I would love to see followers of Armok determined to spread chaos and destroy order popping up in adventure/fortress mode (or even just legends mode); though I guess that's what adventurers are for.
i see "slaves to armok ii" as more of a working title, i think the concept of armok doesn't fit at all in the game, and would hate to see it implemented as a stock lore character. in fact, i think df could drop that part of the title already
Perhaps Armok might turn out to be the demiurge of the world and so not feature in the lesser pantheon, or perhaps he will be a god like all the others, but I can't imagine that the fantasy world could possibly be better for his absence... IMO Armok provides a gravitational centre to the fantasy at the moment, even if he is a mystery.armok wont turn out to be anything, it's just an in joke referring to a game long defunct now. i can't imagine how a procedurally generated universe would be better with a recurring stock character. would you like some cacame with your armok?
Once we've got people moving around post-world-gen, your arm would have more of a chance, but without a soul, it might not have a rich inner life, and so not really have goals or do anything but defend its patch of dirt.
I think armok should be just as constant as dwarfs and goblins.Perhaps Armok might turn out to be the demiurge of the world and so not feature in the lesser pantheon, or perhaps he will be a god like all the others, but I can't imagine that the fantasy world could possibly be better for his absence... IMO Armok provides a gravitational centre to the fantasy at the moment, even if he is a mystery.armok wont turn out to be anything, it's just an in joke referring to a game long defunct now. i can't imagine how a procedurally generated universe would be better with a recurring stock character. would you like some cacame with your armok?
Arm_OK
Arm_Not_OK
Arm_Reanimated?
Since zombies currently resurrect naked, would it be possible for them to pick up armor and weapons they find, either on their own initiative or by direction of their necromancer. This would of course be limited to what parts they have left. No weapons without a hand, no boots without a foot, and so on.
Quote from: FuzzyDoomWill there be a way to give items to our companions? And perhaps an easier way to equip weapons? (Just had to wiki it.)
We have to get to companion equipment sooner than later, since it can be very frustrating to either lose a weapon or just have lots of excess armor that shouldn't be excess. It isn't in for 0.31.17 though.
Also, I'm not sure if this has been asked yet, so bear with me if it has. When hill dwarf settlements are in, are there plans to allow adventurers to visit them in adventure mode, and if so, how would they be different from the standard dwarven mountain halls, if at all.
Footkerchief has toady commented on the possibility of Shore leave (for back of a better term) or rather when you go to town for your companions to do what they want to until your ready to leave?
Since zombies currently resurrect naked, would it be possible for them to pick up armor and weapons they find, either on their own initiative or by direction of their necromancer. This would of course be limited to what parts they have left. No weapons without a hand, no boots without a foot, and so on.
Item attacks like that were languishing on the old dev pages for a while (and in particular various things with the guts), but it hasn't happened yet.
Judging by Footkerchief's response I am guessing the answer to my question was no!
TO the Fortress Talks!
Judging by Footkerchief's response I am guessing the answer to my question was no!
TO the Fortress Talks!
Oh, I missed that. Yeah, I don't think shore leave has been brought up at all.
I think armok should be just as constant as dwarfs and goblins.Perhaps Armok might turn out to be the demiurge of the world and so not feature in the lesser pantheon, or perhaps he will be a god like all the others, but I can't imagine that the fantasy world could possibly be better for his absence... IMO Armok provides a gravitational centre to the fantasy at the moment, even if he is a mystery.armok wont turn out to be anything, it's just an in joke referring to a game long defunct now. i can't imagine how a procedurally generated universe would be better with a recurring stock character. would you like some cacame with your armok?
If it got to a point deities were consigned to raws, then Armok could be a defined overgod with a set personality, with a lesser pantheon generated in the same manner as current gods/forgotten beasts. This allows him to be modded out/replaced, so his permanency in the game is up to the player. This could have amusing results if the title page took its name from the raws. in terms of a modded game:
SLAVES TO ARGLBARGLE: GOD OF VERMIN
Its been strongly suggested that the player is armok anyways. The player can go in and out of worlds as he pleases guiding civilizations and controlling heroes directly. If armok has any in game presence its through the player.The player is supposed to be the whole of the fortress government. Yes, the player routinely performs partial suicide. :P
Anyway, I'm pretty sure this has been asked before, soooo, has toady mentioned anything regarding reanimated people keeping their skills? Or are they just like the old zombies and stuff?The reanimated dead lack their souls and skills. "Resurrected" dead like mummies have their souls and skills.
A reanimated body doesn't have the same historical information (or a soul/skills). A resurrection (which exists, for use by mummy disturbance currently) does bring the soul back.
Its been strongly suggested that the player is armok anyways.
Its been strongly suggested that the player is armok anyways.
By who? Everything Toady has said about the matter directly contradicts this.
Many people in fanon. This theory better match known facts than what Toady himself says (as Knight Otu commented, it is not very consistent). Oh, delicious irony. And even if we leave fortress mode as player being local goverment, what with adventure mode?Its been strongly suggested that the player is armok anyways.By who? Everything Toady has said about the matter directly contradicts this.
Not to mention Armok being called by name in some threetoe stories. After that point Armok officially stopped being the player.Officially it never was player to begin with.
Its been strongly suggested that the player is armok anyways.
By who? Everything Toady has said about the matter directly contradicts this.
Not to mention Armok being called by name in some threetoe stories.
After that point Armok officially stopped being the player.
Officially it never was player to begin with
Guys talk questions go to toady by email ;) just in case someone wants to write down another one in here.
I myself think of Armok as a constant in threetoes storys and only as Background figure in the game that as justification for some events.
Guys talk questions go to toady by email ;) just in case someone wants to write down another one in here.
I myself think of Armok as a constant in threetoes storys and only as Background figure in the game that as justification for some events.
I know, I just can't come up with a good way of saying it.
When I ask a question badly here Toady just answers it in a way I didn't mean.
when I ask a question badly in Fortress talks they just reject it and don't tell me. >_>
Unfortunately... I am not really getting someone jumping in like I thought so I have to think about it.
"Toady you spoke about giving characters orders and conditions they would disobey them. What do you think about the concept of allowing the characters in your party to do as they wish in town; such as shoreleave; to rest, relax, buy equipment, speak to others, and fulfill their own personal goals?"
Better but too wordy. As well it is structured as a suggestion, which is bad.
I tend to wait on such things when I know it is (comparatively) right around the corner. Part of the reason we get evasive answers to some questions is because Toady himself hasn't thought it out more thoroughly yet, and isn't going to try since he is busy focusing on the current release.
This specific question, I'd wait until sometime after Release 2 to ask, since that will be when he starts devoting significant time to Basic Hirelings (Release 3,) and we'll be more likely to get a detailed answer. Bear in mind, half of your question also deals with the Personality Rewrite detailed for Release 8, so I wouldn't be surprised if a lot of the autonomy questions get handled then.
I myself would probably ask something like "How autonomous will hirelings be? How much control does the player have over group inventory/time management?" once we get closer to Release 3. Depending on the answer to those questions I'd ask followups about how the personalities of your party members play into those decisions, and how much he expects that to change with the personality rewrite, so on and so forth.
This may have already been answered, but I could find it.This is pretty much exactly what is planned, the suburbanites are tentatively called "hill dwarves." Check out DF Talk #12 (http://www.bay12games.com/media/df_talk_12_transcript.html).
In Fortress mode, seemingly one "goal" to a fort is to become a capital. I can't help but realize I am trying to create a capital with at most 200 or so dwarfs when there are cities number in the thousands or more. Now, historically (real world), forts served as safe havens, strongholds, in the frontiers and cities developed around them. So how about that? Trading with a growing metropolis around you. Having to send your troops to defend the local city from invaders, etc.
Toady One.
i have 1 small request.
Grabbing an ally....i want to be able to drag them out of harms way.
such as grabbing them underwater, and dragging them out of the water before they drown themselves.
Currently dwarves in fortress mode will carry other dwarves who are injured to their beds or a hospital. What obstacles stop invaders and adventurers from carrying comrades?Aren't babies fullworthy creatures (as in the same kind as dwarves or animals) as well? And they get carried around all the time as well, I mean.
In my experience, even babies don't get carried out of the water if the parent carrying them falls in. The parent seems to just drop them in a panic and never go back.Currently dwarves in fortress mode will carry other dwarves who are injured to their beds or a hospital. What obstacles stop invaders and adventurers from carrying comrades?Aren't babies fullworthy creatures (as in the same kind as dwarves or animals) as well? And they get carried around all the time as well, I mean.
Basically, all i want, is to be able to drag poor unconscious fluttershy out of the water, before she drowns, then take the elf that knocked her unconscious, and drag him into magma.
that's all i ask.
and being a c++ programmer, i know, that should NOT be really hard to add if everything is set up cleanly and properly.
but then again, i have no clue how toady one set things up, so for all i know, it could be impossible with his setup.
Are there necromancer-type interactions planned for the other spheres? Sorry if this was already asked.
Are there necromancer-type interactions planned for the other spheres? Sorry if this was already asked.
Are there necromancer-type interactions planned for the other spheres? Sorry if this was already asked.
I don't think this one has been asked, but it is safe to assume this kind of thing is an intended use of the interaction framework. I think I'll reword it slightly though-
Do you have any specific plans on introducing new uses for the interaction framework in the next couple releases, do you plan on sticking to new night creatures/monsters, or do you just want your unplanned tangents to remain unplanned?
Quote from: KillerClownsWhat's the time table for spheres other than Death granting transformations and secrets? I know it's a long-term dev goal, I'm just curious to know if we can expect non-necromantic secrets and alterations next release.
I don't have a time table for much. Mods could do it the way it already stands. Since we're trying to keep our focus narrow this time, I wouldn't count on much. There are some other things we want to finish before we jump full into magic.
I think Spheres are supposed to represent abstracted concepts/ideas. The Sphere itself probably has no internal definition of what applies to it (however, Spheres may contain info about its relationship to other spheres), but ultimately objects (creatures, interactions, gods, etc) have to declare themselves a part of the Sphere, the Sphere doesn't declare or even know that an object belongs to it. Also objects most likely determine on their own the relationship they have with an object by checking the other object's declared spheres.
Just in case I'm wrong though,
Read the last paragraph of my post. Is this how Spheres generally work? If not, can you point out what I got wrong?
Basically, all i want, is to be able to drag poor unconscious fluttershy out of the water, before she drowns, then take the elf that knocked her unconscious, and drag him into magma.
that's all i ask.
and being a c++ programmer, i know, that should NOT be really hard to add if everything is set up cleanly and properly.
but then again, i have no clue how toady one set things up, so for all i know, it could be impossible with his setup.
Again, suggestions forum (http://www.bay12forums.com/smf/index.php?board=5.0)- and it's probably already been suggested, just search around for it. Failure to not add this feature in the near future is not a matter of lack of skill on Toady's part, so much as it is the incredibly low priority such a little thing has in the grand scheme of the game. There's a lot of "low-hanging fruit," in Toady's words- he's working on the stuff that relates to the economy (world and local) as well as some more detailed monsters/necromancy/etc right now. It'll come, be patient.
I couldn't help but notice that gremlins (only creature with the [MISCHEVIOUS] tag) have a maximum of 1 per (season/year/area?).
Would this count as a bug, a leftover from previous versions or intentional design?
i was more putting that there for in case someone(who didn't know what they were talking about) tried to tell me otherwise.
i do get that a lot
Re: Bay12 Report
Wow, that was a pretty good Autumn for no release- still fallout from that NY Times article, you think?
Re: Bay12 Report
Wow, that was a pretty good Autumn for no release- still fallout from that NY Times article, you think?
Well Dwarf Fortress has been making more money over time. Though yeah the Newyork article was likely the cause of that burst.
Re: Bay12 Report
Wow, that was a pretty good Autumn for no release- still fallout from that NY Times article, you think?
Well Dwarf Fortress has been making more money over time. Though yeah the Newyork article was likely the cause of that burst.
Oh my, I just realized I typed "Autumn" instead of "August"- I think I need to take a breather from DF.
Nah, the butchered bones animate by themselves (as separate objects), so the skeletons are headless if you animate them from a butchery (or otherwise). Skulls themselves are an odd case, because they don't have teeth or even a head flag, so they don't animate, and they don't get lumped with the other bones. You still get skeletons properly from heavily rotted zombies. It has to understand the relationship between teeth and a skull before the basic animation will work right, and then there's the skull's relationship to the spine that needs to be worked out. In many cases, even if the skull and other bones are detached, you'd still want them to animate together, and that might just take some kind of structural grouping tag for the animation effect.
The just-a-head style of reanimated creature would make sense from a role-playing perspective. Say you're a necromancer on a quest to learn all the secrets of the gods. So, you end up decapitating a magically endowed priest or whatever. "Oh no," you might say,"How ever shall I learn the secret now? OH WAIT." At this point you reanimate the head of the priest and trap his soul within it. Bent to your will, the priest has no choice but to give to you his secret.
Will there be a way to become a leader of a civ in adventure/fort mode?
And maybe a possible 'marrage/family' system in adventure mode?
Will there be a way to become a leader of a civ in adventure/fort mode?
And maybe a possible 'marrage/family' system in adventure mode?
# AFFILIATION ARC: You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.
# RELATIONSHIPS ARC: You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.
I believe it's currently planned to be a part of the army arc, actually. So it could easily happen within the next couple years.Will there be a way to become a leader of a civ in adventure/fort mode?
And maybe a possible 'marrage/family' system in adventure mode?
Its a goal, but I dont think we're anywhere near being able to do that.
Watch as a lover's spat ignites a tantrum spiral that kills hundreds...Quote from: dev_single# RELATIONSHIPS ARC: You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon.
Becoming a leader, probably. Adventurer marriage, I wouldn't count on for the army arc - though it might potentially emerge from the former by way of adding diplomatic relations, which may include marriage between certain factions.I believe it's currently planned to be a part of the army arc, actually. So it could easily happen within the next couple years.Will there be a way to become a leader of a civ in adventure/fort mode?
And maybe a possible 'marrage/family' system in adventure mode?
Its a goal, but I dont think we're anywhere near being able to do that.
You know, I imagine my dwarves reanimating my legendary armorcrafter and have his eyeless skull instruct newbie armorcrafter on how to make decent shields...
And if we take it to extreme, building whole galery of legendary teachers. Sometimes by arranging unfortunate accidents.
Head museums, just like from futurama. Except that our heads are undead monstrosities.
Makes me think of the ancestor brains from Lexx.You know, I imagine my dwarves reanimating my legendary armorcrafter and have his eyeless skull instruct newbie armorcrafter on how to make decent shields...And now I am reminded of the talking rat skull elders from that really really old Dos(?) Darksun game.
And if we take it to extreme, building whole galery of legendary teachers. Sometimes by arranging unfortunate accidents.
Head museums, just like from futurama. Except that our heads are undead monstrosities.
god i love that game.You know, I imagine my dwarves reanimating my legendary armorcrafter and have his eyeless skull instruct newbie armorcrafter on how to make decent shields...
And if we take it to extreme, building whole galery of legendary teachers. Sometimes by arranging unfortunate accidents.
Head museums, just like from futurama. Except that our heads are undead monstrosities.
And now I am reminded of the talking rat skull elders from that really really old Dos(?) Darksun game.
Askot, I've been meaning to ask you this for a while, but wouldn't your avatar's arm get tired after a while? It just bugs me.
Quote from: HephWill vamps have withdrawal symptoms from not getting theyr bloody fix? Stuff like raging, aging rapidly, loosing strength etc.?
It seems like something should happen, but since they won't always be able to hunt during play (mostly they won't, being off in the world some place), it's not important to do that until we get them activated.
Question for the Toad: Are there any plans/has there been anything done/any investigation into the whole clothing rot and repeated attempt to pick up clothes but never actually causing eventual FPS death for every fort? It's like a leak... a fort can quite happily sit on my PC with a cap around 120 Dwarves or so, and be at 60-70FPS if I'm lucky. But it goes down. And down. And down. I usually give up at about 30... It's a real game killer for me.
Get well soon Toady and Threetoe!
Don't worry, if I recall correctly the fever status is mostly harmless!
Secret Slabs!That may well be possible once the Army Arc is added. Until then, you'd have to do it as an adventurer, using an abandoned fortress.
You know, I just pictured a fortress that sends out raiding parties throughout the world to collect the forbidden knowledge, destroying dark lords and bringing the slabs back to the mountains, to be sequestered in deep vaults. When the fort itself falls to siege, the last inhabitant pulls a lever, sealing every access to the fort but one- the labyrinth through which a hero may try to find the slabs should the secrets therein be needed again...
Get well soon Toady and Threetoe!
Don't worry, if I recall correctly the fever status is mostly harmless!
Yay, we're on the final stretch! I can't wait to see what modders create with this new interaction system.
If toady has a list of the current problems that need to be fixed before release, I kinda want to see it. It would be cool to have the list up somewhere so he could cross off things when he's done, add more when he finds them, and in general give us a way of seeing how much is left without having to make any sort of guess about how long is left. Or a dev page update about progress every couple of days, just to know how things are going, even if there' nothing really interesting going on.
While I would love more transparency in toady's work I can totally see why he doesn't want to. First most of the bugs are probably not interesting, like off by 1 store inventory or the like. Second the apparent size of a bug can mislead players about how easy it is to fix. Imagine if there is a bug that looks like its hardly worth fixing but its the tip of an iceberg? Toady sets out to fix it thinking it will be a few minutes and ends up spending days on it. Players would be howling for blood that he's wasting their time.
Magma crabs were also machine-gunning their magma globs and firing at all visible targets at once...
This isn't the Minecraft forums. DF players don't really howl for blood.
Man, now I want to mod in a siege of magma crabs all shooting their magma globs in all directions at the same time at gatling gun speed. It sounds hilarious and FUN :3Yeah, I hope he leaves that behavior in as something that Forgotten Beasts can sometimes have access to.
Man, now I want to mod in a siege of magma crabs all shooting their magma globs in all directions at the same time at gatling gun speed. It sounds hilarious and FUN :3Yeah, I hope he leaves that behavior in as something that Forgotten Beasts can sometimes have access to.
I would like everyone to take a moment and remember that the newest devlog means modders can now make our dwarves breathe swords and puke magma.No, it doesn't. They might be able to breathe swords (depending on how the spider web works: you might be able to replace the web with swords), but magma is definitely a flow, not an item. There is no reason to believe that flows can be produced via interactions.
I would like everyone to take a moment and remember that the newest devlog means modders can now make our dwarves breathe swords and puke magma.No, it doesn't. They might be able to breathe swords (depending on how the spider web works: you might be able to replace the web with swords), but magma is definitely a flow, not an item. There is no reason to believe that flows can be produced via interactions.
(Flow is the technical term, right?)
I would like everyone to take a moment and remember that the newest devlog means modders can now make our dwarves breathe swords and puke magma.No, it doesn't. They might be able to breathe swords (depending on how the spider web works: you might be able to replace the web with swords), but magma is definitely a flow, not an item. There is no reason to believe that flows can be produced via interactions.
(Flow is the technical term, right?)
Man why you gotta go and ruin my funny with your overly serious rebuttal. It was just a joke. Obviously we don't know if they can puke magma, or if we can even properly give them two different breath reactions. But both would be nice.
Well, magma isn't only a flow. Those crabs in the devlogs were shooting out something, after all (Toady doesn't "cludging" it like he does fire) and I'm fairly sure I've seen item/contaminant/whatever adjective-less magma created from some sort of melted item (probably non-ore boulders). Something around the lines of a counterpart to the "water" item found in buckets.I would like everyone to take a moment and remember that the newest devlog means modders can now make our dwarves breathe swords and puke magma.No, it doesn't. They might be able to breathe swords (depending on how the spider web works: you might be able to replace the web with swords), but magma is definitely a flow, not an item. There is no reason to believe that flows can be produced via interactions.
(Flow is the technical term, right?)
I would like everyone to take a moment and remember that the newest devlog means modders can now make our dwarves breathe swords and puke magma.
My personal text has grown increasingly less appropriate over the years, to the point where now it's like the old grandparent you hate but don't smother to death in their sleep because they're a timeless, priceless antique and your aunt would be mad if you did.
Magma crabs were also machine-gunning their magma globs and firing at all visible targets at once... that's sorted now.
I am starting to wonder how close we are to firing objects as projectiles (other then globs)
That way we can have creatures who breathe clouds of jagged glass.
Wasn't there somebody trying to make chickens lay bees? Similar concepts may apply, for to make Bee Breath.Last I heard you could only make rather buggy useless bees. But it might be possible to then do an interaction on the bee to turn it into a werewolf or something. Then it would wander, possibly invisible, around the map and once a month turn into a blood thirsty monster.
Could you make dogs with bees in their mouths and when they bark they shoot bees at you? Are we getting closer to a version where that could be reality?
The player-controlled dragonfire worked on all those elves in the arena...
...and things will actually catch on fire now instead of just melting.
Wait. Is catching on fire as a living thing something new entirely? I don't think I've seen anything except objects be on fire!
Inching closer to release. It's just so close to being finished. EA would have already released it :P .
I was under the impression that the clothing was what was on fire when dwarves ignited.Wait. Is catching on fire as a living thing something new entirely? I don't think I've seen anything except objects be on fire!No, they caught fire back before 31.1. That release overhauled a bunch of different systems and apparently bjorked the temperature system in the process. Fire was very nasty in the past; if a dwarf caught fire, it probably wouldn't be long before most of your other dwarves were on fire too.
You say you fixed items from melting by Dragon Fire.
If you use Dragon Fire on a Bronze Golem, will it burn or melt now?
I think, it should melt, because Dragon Fire is supposed to be really hot :>
Or maybe you could add a heat level for creatures made of metal, so it would be possible to melt it after several bursts of Dragon Fire.
Anybody else want to fire a corpse from a catapult?Fire a living thing from drawbridge. i can assure you, most of them will be a corpse when they land.
Anybody else want to fire a corpse from a catapult?Fire a living thing from drawbridge. i can assure you, most of them will be a corpse when they land.
So if creatures can breathe items, can you can make a ballista-beast that shoots like an actual ballista, or does item-breath just drop the items at the target's location?
So if creatures can breathe items, can you can make a ballista-beast that shoots like an actual ballista, or does item-breath just drop the items at the target's location?
Do you mean ballista bolt? or like an actual ballista that then fires ballista bolts? Like a tower defense beast.
Would Urist McOhgodmyflesh jump into a pool of magma to sooth his burning flesh? Those are the burning questions.
Would Urist McOhgodmyflesh jump into a pool of magma to sooth his burning flesh? Those are the burning questions.
Urist McSnakeOilUser: I am burning, lets cure this with tiny drop of magma dissolved in magma!
I mean shooting ballista bolts the same way a ballista shoots them; doing damage to creatures and sometimes passing through them.So if creatures can breathe items, can you can make a ballista-beast that shoots like an actual ballista, or does item-breath just drop the items at the target's location?
Do you mean ballista bolt? or like an actual ballista that then fires ballista bolts? Like a tower defense beast.
But at the same time that could be really hard to implement. Does the pathing even recognize water as such? Does it only see it as something that blocks movement? What if it recognizes liquids but doesn't distinguish between water and magma? Would Urist McOhgodmyflesh jump into a pool of magma to sooth his burning flesh? Those are the burning questions.
If they can swim, they will path through the water, but will interrupt their job due to unstable terrain or somesuch as soon as they enter the water.But at the same time that could be really hard to implement. Does the pathing even recognize water as such? Does it only see it as something that blocks movement? What if it recognizes liquids but doesn't distinguish between water and magma? Would Urist McOhgodmyflesh jump into a pool of magma to sooth his burning flesh? Those are the burning questions.
Interesting point. One could test this with secluded "island" that has moat with ramps, and something on the island to dump, or other similar thing forcing target on island. Interests mostly include "does pathfinding get limited if:
a) there is any water
b)certain amount of water (more then 4/7 for example)
c)never
Does the possible swimming skill have effect?
Then repeat this test with magma moat for complete set of test data.
Does any amount of water do, or does i require amount of water that makes them swim?
(Will they happily wade through 2/7 water for example?)
I don't think the "dwarves on fire" thing is late to the party because of some sort of technical issue. It is likely just another thing that's been somewhere on a to-do-list that has never been gotten around to. I do have to admit that it seems past due at this point though. Being able to determine you are on fire and react in a sane way seems like a higher priority than necromancy, but yeah, every bit of coding takes time.
Are severs regrown when regaining original form?
And will the healing behavior be controllable (via modding) later on, once wounds are saved?
hm...but do the wounds reappear when you turn back into the shifted shape? can't recall if there's a word on that
that seems a bit too benign... i guess we'll never lose dwarves to infection, from now on... and olin the lame will be walking again
So now, as an alternative to healthcare, we can have controlled infection camps and in-fortress castes of dwarves separated by whether or not they're werebeasts? Interesting. Who will use their werebeast dwarves as disposable creatures, the lowest class of society, and who will treat them as kings?I'd use them as redshirts. doing the cavern exploration, dangerous digging and frontline defense. I'd keep 2 wardogs on them at all times just in case i havent locked them up for the full moon.
So now, as an alternative to healthcare, we can have controlled infection camps and in-fortress castes of dwarves separated by whether or not they're werebeasts? Interesting. Who will use their werebeast dwarves as disposable creatures, the lowest class of society, and who will treat them as kings?I'd use them as redshirts. doing the cavern exploration, dangerous digging and frontline defense. I'd keep 2 wardogs on them at all times just in case i havent locked them up for the full moon.
So now, as an alternative to healthcare, we can have controlled infection camps and in-fortress castes of dwarves separated by whether or not they're werebeasts? Interesting. Who will use their werebeast dwarves as disposable creatures, the lowest class of society, and who will treat them as kings?
that seems a bit too benign... i guess we'll never lose dwarves to infection, from now on... and olin the lame will be walking again
I hope Olin can survive until then, you know with severe bodily trauma... and I hope those dwarves don't die of infection before the transformation.
How exactly do you plan on injuring your dwarf during a werewolf attack without killing either dwarf? Especially if one dwarf is a cripple.
How exactly do you plan on injuring your dwarf during a werewolf attack without killing either dwarf? Especially if one dwarf is a cripple.I think were-things are naturally hard to kill, and with the other dwarf I plan to try things such as locked doors or floor hatches. (For example, I could make a room with a checkerboard of floor and one z level drops. Once a dwarf gets bitten, I have a lever pulled to open the hatches until one falls through but not the other.)
How exactly do you plan on injuring your dwarf during a werewolf attack without killing either dwarf? Especially if one dwarf is a cripple.There will be a substantial loss of population before the fort is converted entirely to werebeasts, I imagine.
So now, as an alternative to healthcare, we can have controlled infection camps and in-fortress castes of dwarves separated by whether or not they're werebeasts? Interesting. Who will use their werebeast dwarves as disposable creatures, the lowest class of society, and who will treat them as kings?
Burn the heretic, kill the mutant, purge the unclean.
Wasn't there somebody trying to make chickens lay bees? Similar concepts may apply, for to make Bee Breath.I was that person, and I DID eventually get it working! If it becomes possible to specify what type of item you want shot, then, yes, it will be possible to have Bee Breath.
As for Werebeast Medical, I suspect that it won't prove viable in the majority of forts. While danger rooms can be constructed almost completely under player control, werebeast medical facilities require a random attack that results in an infection and not a death. The random chance factor seems a little too major for it to become commonplace, depending on how widespread and common werebeasts are in fortress mode.It would hardly be an exact science, but a topside dormitory populated by cripples would probably see decent results.
A thought occurs:
How will supply and demand effect / not effect created/displayed wealth?
dumb question:https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1
If there a post/link/article/single place where it lists what's been confirmed/expected or likely to be in the next release to us?
I keep seeing in various threads comments eluding to features that are slated to be in the next release but I'm having a damnable time checking to see whats coming out in the build vs whats coming out in much later builds.
If someone gives birth while under were-transformation, what do they give birth to?Given that were-creatures are apparently implemented as a separate creature definition that lacks any kind of caste and gender, and that only female can give birth, I'd expect that this can't actually happen, and that existing pregnancies are postponed until after the transformation. If for some reason a werebeast does manage to give birth (perhaps through modding), I'd expect the child to be a full-fledged beast type without a human (dwarf, goblin, kobold) side.
Quote from: HephCan weres-somethings breed with each other respecktive theyr former spouses or do they do they do it like the hags etc. and turn someone? Also how fast is the change and when will the infected person realisize that s/he is cursed? Can they control there power/were-form (maybe depending on theyr willpower)? Will they have a chance to get cured?
Right now they are without castes/gender/etc., just to avoid dealing with matching things up for now, so they don't do anything after a permanent switch. The curse transformation can be permanent or periodic....
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
Immortality rarely means unkillable.
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
Immortality rarely means unkillable.
Indded, It usually means removal of aging (and rapid aging to death if immortality is stripped)
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
Immortality rarely means unkillable.
Indded, It usually means removal of aging (and rapid aging to death if immortality is stripped)
Considering some of the interactions are said to completely heal you....
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
Immortality rarely means unkillable.
Indded, It usually means removal of aging (and rapid aging to death if immortality is stripped)
Considering some of the interactions are said to completely heal you....
Those can be two different secrets...
Besides, I can see pretty much every adventurer of the note to eventually become immortal werewolf necromancer.
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
Immortality rarely means unkillable.
Indded, It usually means removal of aging (and rapid aging to death if immortality is stripped)
Considering some of the interactions are said to completely heal you....
Those can be two different secrets...
Besides, I can see pretty much every adventurer of the note to eventually become immortal werewolf necromancer.
I was assuming he meant the healing one, not necessarily the eternal life one.
I read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?
If so, the first swordsman Im gonna make in that version is so gonna be immortal, and he will hunt down the rest of them, because in the end....
Immortality rarely means unkillable.
Indded, It usually means removal of aging (and rapid aging to death if immortality is stripped)
Considering some of the interactions are said to completely heal you....
Those can be two different secrets...
Besides, I can see pretty much every adventurer of the note to eventually become immortal werewolf necromancer.
I was assuming he meant the healing one, not necessarily the eternal life one.
I didnt actually think there was a difference. Besides, what good is of immortality to player character if its only age related? I dont think many have spend in-game years in adventure mode.
Besides, what good is of immortality to player character if its only age related? I dont think many have spend in-game years in adventure mode.Retire the immortal, play a long fortress with a mass of artifacts, then take over the fortress with your army of zombies and ghouls once the fortress inevitably falls. Then, rule the world (Okay, parts of this may have to wait).
Whether vampires can transform hasn't been actually revealed yet, to the best of my knowledge, though it was a goal.
Immortality is not even rare since all elfs and gobbos are already immortal
I've been wondering what your idea of a Hill Dwarf settlement is. Do you have a specific idea in mind right now for what those settlements will look like, or is that something you haven't really gotten too far into thinking about yet? The dwarven ability to combine above and below ground aspects seems like it lends itself to a lot of variation.
With adventurer sites, are we going to see people building their own homes/shops/farms/etc? Or is it going to end up like fortress mode, where the player designates everything and then the people go and do the work?
If they do end up building their own stuff, will that eventually be an option in fortress mode? It'd be interesting, especially as the fortress gets larger and the player is focused more on world/army stuff, to be able to give your dwarves a lot more autonomy.
So Toady, what else do you plan on implementing before this release is over?
Is there any plan to have undead scale with the power of the necromancer?
And will there be any way to connect interactions to something like a crafted item type or building type?
Is it possible to drag a dwarf and everything on them to a corpse stockpile before looting their body for socks? Could it be treated like a special case of moving an injured dwarf? Can properly buried dwarfs be raised?
Is it possible for an Interaction to add someone into an entity, for Vampire Civilisations and such
Are there plans to complete the XML dump in the near future, or is this a very low priority?
For a question, will there be more mundane problems in cities for adventurers to take care of, such as the ever-popular dwarf mode task of dealing with as swarm of feral cats?
Will the following ever be possible?: Your adventurer and his companions are taken captive and sold to a slave caravan transporting them deep underground to the caverns for days, joining in with the other inmates and captured subterranean folk to fight off attacking underground monsters while the evil goblins and dwarves who captured you bet on survivors, finally ending your trek in a deep slavery trade depot, whereupon non-player characters are sold for hard labor and the player character must somewhere along the way devise his escape.
On the topic of wrestling, especially with the prospect of zombies getting iron grips, are there any plans on making the grapples generally more detailed? I sort of had to imagine a particularily brawny (mass advantage?) adventurer just going and dragging zombies latched onto him along if he cannot break their grips. Perhaps to intentionally haul himself (and the latched zombiepile) off of a cliff while praying in order to get out of that situation.
How exactly does the syndrome and/or interactions involved in drinking vampire blood work? How much of that process is part of the interaction system itself?
And on a related note: How would an adventurer learn about the properties that a certain vampire type would have? Will there usually be enough information for an adventurer to make a decision dealing with whether he wants to drink the blood or not?
Currently dwarves in fortress mode will carry other dwarves who are injured to their beds or a hospital. What obstacles stop invaders and adventurers from carrying comrades?
Quote from: NobodyProI couldn't help but notice that gremlins (only creature with the [MISCHEVIOUS] tag) have a maximum of 1 per (season/year/area?).
Would this count as a bug, a leftover from previous versions or intentional design?Quote from: Untelligent[POPULATION_NUMBER:1:1]
How urgent is the need for a vampire to feed? Will they starve to death or grow weaker if they don't feed for a long time? Or is it more like a somemthing they are just driven to do without any real benefits to themselves other than filling their bloodlust?
If flammable objects (cloth, wood furniture, booze, hair, etc...) catch fire, do they eventually exhaust their fuel and leave a "bar" of ash behind? Or do they burn indefinitely like the "bin o' flaming lignite" of the past?
So if creatures can breathe items, can you can make a ballista-beast that shoots like an actual ballista, or does item-breath just drop the items at the target's location?
Is there/will there be some sort of panic mode for them[creatures on fire], so that they would dive into water/roll on ground to put out the fire?
Are severs regrown when regaining original form?
And will the healing behavior be controllable (via modding) later on, once wounds are saved?
Will legendary combat skills make for tougher werebeasts?
How will supply and demand effect / not effect created/displayed wealth?
Quote from: kaypyIf someone gives birth while under were-transformation, what do they give birth to?Quote from: Knight OtuGiven that were-creatures are apparently implemented as a separate creature definition that lacks any kind of caste and gender, and that only female can give birth, I'd expect that this can't actually happen, and that existing pregnancies are postponed until after the transformation. If for some reason a werebeast does manage to give birth (perhaps through modding), I'd expect the child to be a full-fledged beast type without a human (dwarf, goblin, kobold) side.
Quote from: TheChosenI read that there's gonna be immortality, possibility for both players and NPC's.
The question is are they still vulnerable somehow? Do they die by decapitation?Quote from: thvazImmortality rarely means unkillable.
Quote from: FieariWhat can you "learn" from books? How does one learn to read?Quote from: monk12How is the content of books determined?
Is there a variety of subjects/genres?
Can the player write as well as read?
Do they show up any place other than necromancer towers?
Can books be made in dwarf mode?
Are books on the short list for recreational items when the tavern/inn update comes?
It would make sense to perpetually help a family if it was your own family. Once adventurers are more directly related to the world that seems like something that more than a few folks would want to do.Quote from: Dr. DFor a question, will there be more mundane problems in cities for adventurers to take care of, such as the ever-popular dwarf mode task of dealing with as swarm of feral cats?
As the life of people becomes more complicated, this will be more natural, but right now they don't have lives. Once they have life goals etc. from the personality rewrite, we'll be at the starting point of one of our overarching conceptual goals, which is to allow you to pick out a person or family and help them indefinitely, as a sort of proof-of-dynamic-world thing, even if it is a strange thing to do. That still wouldn't necessarily get at the mundane side of life, but it would be related.
That first possibility seems way cooler.QuoteQuote from: kaypyIf someone gives birth while under were-transformation, what do they give birth to?Quote from: Knight OtuGiven that were-creatures are apparently implemented as a separate creature definition that lacks any kind of caste and gender, and that only female can give birth, I'd expect that this can't actually happen, and that existing pregnancies are postponed until after the transformation. If for some reason a werebeast does manage to give birth (perhaps through modding), I'd expect the child to be a full-fledged beast type without a human (dwarf, goblin, kobold) side.
If I recollect, it'll remove any pregnancy where the gender variable doesn't match when the pregnancy is ready to go. If not, then yeah, it'll be born as a pure werewolf without any transformation back. Hmm... unless I transferred the birth race variable directly, in which case the baby would be born as a werewolf and then immediately and permanently transform back into a human/dwarf/etc. In any case, testing/handling pregnancy was one of the notes in the vampire section.
I wouldn't mind if the night creatures still not implemented get postponed for a later release, to be honest.Same. We have enough night creatures to make the upcoming release very interesting in that regard; we don't need more to play with there for a fair while. On the other hand, I'd like to see a lot more done with the books. At least set up non-necromancer authors and bookshops in cities, even if we don't get a full system in a player-controlled situation yet.
I wouldn't mind if the night creatures still not implemented get postponed for a later release, to be honest.
Or at very least, a good heavy book is also a good weapon.Two words.
Patience people, please, I don't like hearing Toady being encouraged to dump features just so a release can come a few days earlier.
Cool, books are going in! As usual, I'm going to have to redo a bunch of the work I just did on my mod. :P
This update should be awesome.
Patience people, please, I don't like hearing Toady being encouraged to dump features just so a release can come a few days earlier.
Do you suggest then that we wait for DF 1.0, I suppose?
Patience people, please, I don't like hearing Toady being encouraged to dump features just so a release can come a few days earlier.
Do you suggest then that we wait for DF 1.0, I suppose?
Haha, exactly my thoughts too; just didn't want to be a dick pointing it out.
Whoops.
Patience people, please, I don't like hearing Toady being encouraged to dump features just so a release can come a few days earlier.
Do you suggest then that we wait for DF 1.0, I suppose?
Haha, exactly my thoughts too; just didn't want to be a dick pointing it out.
Whoops.
Are you suggesting we shouldn't?
Thanks Toady. Its really awesome to have some back and forth with you and what's going on with the game. I love seeing the devlog too even when its just general 'working on X today' and not zombies getting suspicious and chasing off the necromancer that raised them.
I'd love to see constructed night creatures and the horrors players could put together but there is already a ton in this version so I guess I will be happy either way.
For the long term do you have any idea what kind of role writing will play in dwarf mode? Like writing books about whatever the dwarf wants like engravings (books about books about cheese) or where dwarves actually record information that gets used for something later on?
Patience people, please, I don't like hearing Toady being encouraged to dump features just so a release can come a few days earlier.
Do you suggest then that we wait for DF 1.0, I suppose?
No, you suppose incorrectly. I'm just asking for patience. I could have requested some perspective, too, but that would be over-reaching.
You can relax. If toady adds books without first notifying the playerbase and if he still intends to add other features he's already flagged, it doesn't mean we won't have another release before the game is finished. Neither does it mean we shouldn't support him. Support is a good motivational tool.
I have faith in Toady, but even he admits he sidetracks a lot. Longer development cycles has been proven very hurtful to the game - just look at 31.01.
He set himself the plans for shorter development cycles with bugfixes releases in-between, and it was a really good plan - it would appease the "moar bugfix" masses and would still bring the game forward. It is a pity he can't attain to his own plans. The last release was almost(more?) than six months ago.
31.25 was released on march 28 (pretty much a year after 31.01). So we're closing in on six months. That is a tad long for a short-term release as it was supposed to be, and people are visibly getting restless. Much as I'd think the remaining night creatures wouldn't add all that more time to the release, I can understand why people would rather that they be postponed (which might simply mean postponed to release 2).
They sort of want things postponed to a nebulous period of time that is likely never to come... for MOST people (not all)
Which is why I have a hard time taking "stop working on that" suggestions seriously. They arn't done with the honest intent that they should be worked on again at another time.
I have faith in Toady, but even he admits he sidetracks a lot. Longer development cycles has been proven very hurtful to the game - just look at 31.01.
He set himself the plans for shorter development cycles with bugfixes releases in-between, and it was a really good plan - it would appease the "moar bugfix" masses and would still bring the game forward. It is a pity he can't attain to his own plans. The last release was almost(more?) than six months ago.
This is not true. I think the stalkers will be one of the most interesting night creatures - it is just that I prefer them to be worked later and well than now and rushed
I think we're not getting at the most important part. Toady, despit all his awesomeness, is a human like everyone else. He decides to do things this way for his own reasons, and they are ineffable reasons.
Six months isn't so bad.It's not bad compared to the 18-month release, but it's still not good.
i dunno when i'm working on a thing outside input helps a lot
in the end, it's Toady's decision, but that doesn't mean people shouldn't express their views
personally, i'd prefer if the other night creatures were left for a later release. this release seems more than complete even without them, and it has dragged on for a while. i don't mind that much either way, though.
It stops aging and adds a few other random effects. Decapitation and bifurcation are always lethal to the living, whatever syndrome they have. It won't always be that way, I think, although in the case of decapitation there's the tricky question of whether the soul goes with the head or the body. If you want the thing where the guy walks over and puts his head back on, you kind of want the soul to still be in control of both units, which isn't currently supported at all by the framework. Maybe just being in the most mobile one is crucial, but then the head couldn't grimace and stuff.
Can properly buried dwarfs be raised?
If a necromancer gets a tile-wise line of sight on a body, including those in your coffins, then the body can be raised. I think because the body becomes a unit, a ghost probably won't additionally be disturbed, but once you knock out the zombie... I'm not sure. It would physically match the old dwarf in id, and so possibly excite a ghost, but it wouldn't have the right historical or unit id, so maybe not. Probably not...
Peace.
Will there be any kind of mixing and matching system in necromancy? For example, if you have several limbs from different creatures, could you make an octo-tiger-man-zombie? It'd be pretty awesome, but I don't know if it would be possible or overpowered.No. As DF Talk 14 notes, that would be pretty much the pinnacle of the constructed undead, but it would necessitate a large update of the body system.
Will there be any kind of mixing and matching system in necromancy? For example, if you have several limbs from different creatures, could you make an octo-tiger-man-zombie? It'd be pretty awesome, but I don't know if it would be possible or overpowered.No. As DF Talk 14 notes, that would be pretty much the pinnacle of the constructed undead, but it would necessitate a large update of the body system.
broke the "Cannot follow order" message for soldiers into about a dozen hopefully helpful messages.
Any chance future releases will be more update compatible?Exactly zero chance.
It stops aging and adds a few other random effects. Decapitation and bifurcation are always lethal to the living, whatever syndrome they have. It won't always be that way, I think, although in the case of decapitation there's the tricky question of whether the soul goes with the head or the body. If you want the thing where the guy walks over and puts his head back on, you kind of want the soul to still be in control of both units, which isn't currently supported at all by the framework. Maybe just being in the most mobile one is crucial, but then the head couldn't grimace and stuff.
do zombies still have HP?
This is technically incorrect. The protons in the cable might decay in just the right way to randomly flip just the right bits to make a thus changed version be what arrives at the server as he uploads it.Any chance future releases will be more update compatible?Exactly zero chance.
Anyhow last time I checked the size of the world in relation to travel time over the world map and it came to be slightly smaller then Europe (which was much larger then I thought it was, which was "huge city size")
For the long term do you have any idea what kind of role writing will play in dwarf mode? Like writing books about whatever the dwarf wants like engravings (books about books about cheese) or where dwarves actually record information that gets used for something later on?
# Bloat185, LIBRARIES, (Future): Books and libraries utilizing histories. Once these are in, people that you chat with don't need to know as much. You can find legends here that reveal locations of ruins made by world gen, or your dwarf games. Various other books are possible.
# PowerGoal46, THE GIANT ASS BOOK, (Future): You go to a dwarf fortress and see a giant unliftable tome filled with maps of the Underworld. You sketch a copy and depart.
Will we ever have to bury the dead in adventure mode, to avoid overrunning the countryside with ghosts? I can see villagers giving mundane starter quests of the nature "I found a dozen bodies about two hours walk from here. Probably from a bandit attack. But I am too busy farming, could you give them proper burials before it is too late?"
Any chance future releases will be more update compatible? Ie additional features could be added to the existing world you are playing in kinda like an software patch?
While seems like vanishing zombies was fixed... do zombies still have HP? I seen no clear declaration about removing that placeholder fix.
Quote from: nenjinIf a necromancer animates a severed hand, will you have to hack off all its fingers to remove its "graspers" and kill it?
Since we haven't done pulping, you just have to knock it down through the animated HP equivalent.
It stops aging and adds a few other random effects. Decapitation and bifurcation are always lethal to the living, whatever syndrome they have. It won't always be that way, I think, although in the case of decapitation there's the tricky question of whether the soul goes with the head or the body. If you want the thing where the guy walks over and puts his head back on, you kind of want the soul to still be in control of both units, which isn't currently supported at all by the framework. Maybe just being in the most mobile one is crucial, but then the head couldn't grimace and stuff.
I vaguely it being mentioned somewhere (old dev goals list, maybe?) that you were planning to eventually allow one body to have several souls, as well as one soul to have several bodies. Wouldn't the mentioned situation be a case of the latter? Two bodypieces, with the same soul and the urge to reunite. That could, storywise, even lead to fun situations like a headless horseman wandering around the world looking for the head he is lacking. Which is locked in some adventurer's basement. Or something.
My questions:
1. Could the head be used like a phylactery keeping the body alive and making it resistant to death?
2. If phylacteries are possible, will it be possible to transfer your life energy into the chosen item and become a lich?
3. Will an undead be able to re-attach body parts he or she has lost thru an interaction or will this be near impossible?
4. Would it be possible for when an adventure dies to be transported to the land of the dead? This of course would only be his soul, and not his body and items, which would lead to some interesting situations, and would give one way to become an undead.
Quote from: monk12Are constructed "Frankenstein Monster" type things going to be in the upcoming version?
We are hoping to get to constructed undead and the stalkers. You can't mix and match pieces though -- that will take significant work (and should also lead to proper centaur-style critter generation). Having weapons tacked on to the constructed undead is about as far as we'll be able to take it this time (since that can more or less co-opt the stitch-as-inventory-item code). Player involvement there is unknown. It may even end up being in dwarf mode first as a mood before anything else anywhere, since they practically do it already, although there is an atmosphere question there.
Would the ability to state your intent for a retired character use the same framework as the hopes and dreams of the personality rewrite?
Bummer. :( Ah well, it seems zombies are now harder to kill, so I can patiently wait for pulping.Quotedo zombies still have HP?Yes they do.
what would have to happen for Dwarf Fortress to include an even larger world then the maximum it has now? I wonder what would go into a decision like that.64-bit version of DF, for starters. DF already is too big on 32-bit when dealing with largest embarks, and I would imagine world data take significant chunk of memory allocated by DF.
Survived a second round of Footkerchief's ever burning eye.This might have something to do with the fact that I can't even find your question, and I have searched between here and Toady's last post three times.
*Wipes forehead*
Now I just have to survive the "What were you asking in the first place?" that happens to me quite often.
you guys are talking as if getting your question answered is a bad thing
a bit of gratitude would be appropriate
I dunno, I suppose I'm just hoping for insight into how the two might interact.Would the ability to state your intent for a retired character use the same framework as the hopes and dreams of the personality rewrite?
If you mean the storage aspect of that ability, that sounds reasonable, but since Toady isn't implementing either system yet, there's little certainty to be had. Were you anticipating specific advantages/pitfalls aside from the obvious similarities?
The input aspect will probably look more like the proposed systems for adventurer backstories, like in Liberal Crime Squad etc.
Also it IS a bad thing. It means you asked a bad question and should be ashamed. ASHAMED!I disagree. The average person really can't be expected to have an encyclopedic knowledge of everything Toady's ever said. That Footkerchief does and is able to help us out is a significant benefit to the community and to Toady, but it's a proficiency that few have the memory or time to acquire.
Are decorations solely images (innately understood to be of specific historical figures and events) or are they representational images along with words/names that can be read?
He means, would an image of, say, George Washington, look like this:or like this:Spoiler (click to show/hide)?Spoiler (click to show/hide)
Bugs are probably going to be of the more minor kind,Lol. Wanna bet?
If we have a fort which contains one of these secret slabs or books, say by having an adventurer drop it in a location of our choice and then embarking over it, will it be treated as an artifact?
Since interactions can now target multiple units (as of the devblog on 9/10/2011), will this functionality be added to weapons as well?
i think you can turn off the "innately understood" part of engravings somewhere in worldgen, so i'd say it's the first caseIt's an init option.
i think you can turn off the "innately understood" part of engravings somewhere in worldgen, so i'd say it's the first caseIt's an init option.
If you'd prefer to leave the history behind every engraving for your adventurers to discover, then set this to NO.in d_init.txt
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
Couple of questions about various things:Although we don't know any specifics on magic yet, we do know it will go substantially beyond that. After all, if magic was just another weapon, what point would there be in implementing it?
How extensive are you planning on making magic be? Will it simply be useful in combat or for necromancing up minions? Or will you be able to do more complex things, like enchanting objects or using spells that affect other people's actions?
Couple of questions about various things:Although we don't know any specifics on magic yet, we do know it will go substantially beyond that. After all, if magic was just another weapon, what point would there be in implementing it?
How extensive are you planning on making magic be? Will it simply be useful in combat or for necromancing up minions? Or will you be able to do more complex things, like enchanting objects or using spells that affect other people's actions?
Are interactions between NPCs ever going to happen? By this I mean, will NPCs ever change how they act based on how you have acted to them and people they like/dislike? And will they perform mundane actions related to their jobs as opposed to lounging around for all eternity?The short answer is yes. And it happens to a small degree already. We do have the start of a reputation like system in now.
And by eternity, I mean until a player gets bored of killing Cloisterlark the Brilliant Spoon of Wigs or whatever and decides to go on a mad rampage through town.
Edit: Deleted questionWay to make us all curious.
Edit: Deleted questionWay to make us all curious.
It sometimes bugged me when I saw a world where pure scathing evil was not only real but in your face. While genuinly good beings, at least from a human perspective, either don't exist or are so on the side that they might as well not exist. Dwarf Fortress has the evil the genuin scathing evil... but even "Good" is seething with hatred for all things living.That's called realism. You only mind it because you were after escapism.
Edit: Deleted questionWay to make us all curious.
He wanted to know if the 'Good' regions and deities and such would have their own 'curses', and whether they would be 'Vicious Blessings' or 'Benevolent Curses'.
It's only realistic to an extreme cynic.It sometimes bugged me when I saw a world where pure scathing evil was not only real but in your face. While genuinly good beings, at least from a human perspective, either don't exist or are so on the side that they might as well not exist. Dwarf Fortress has the evil the genuin scathing evil... but even "Good" is seething with hatred for all things living.That's called realism. You only mind it because you were after escapism.
Not necessarily. It's possible that the pure evil is rare, and there is a whole lot of the mostly but not entirely good stuff.
I didn't think anyone would interpret it literally. What I meant is there are plenty of things with no redeeming features (providing a challenge/common enemy doesn't count, demons in fantasy do that to.), such as for example cancer or certain kinds of psychopaths, but the closest you'll come to perfect goodness are certain altruistic humans but all such admit to being flawed.That doesn't invalidate the fact that things with flaws can exist in a state where their natural tendency isn't to automatically rip other living people's faces off. All I would ask is that things with the [Good] descriptor be moved into that category, and away from the "will rip your face off at a moments notice regardless of who you are" category.
as for example cancer or certain kinds of psychopaths
closest you'll come to perfect goodness are certain altruistic humans but all such admit to being flawed
I've gotta ask, will there ever be ways to just... do stuff? Like, if I wanted to do a dance on the corpse of a hydra I could go into a menu and select 'dance' from a list while standing on the hydra? Maybe do stuff like yelling at enemies during battle, or taunts?
I've gotta ask, will there ever be ways to just... do stuff? Like, if I wanted to do a dance on the corpse of a hydra I could go into a menu and select 'dance' from a list while standing on the hydra? Maybe do stuff like yelling at enemies during battle, or taunts?
Hillariously it sounds like you want an Emote system. The ability to just click a button and type "Dance on the Hydras head while signing I'm a little Teapot"
Where is the Benevolence?
Where is the Benevolence?
My vote is the adventurer.
i don't think toady has been building up to that type of fantasy, though. i think he envisions df's default world as much more generic, but to be tweaked by the players to generate specific scenarios
_____
arguably, the bittersweet fey moods are benevolent, it's a supposedly positive magical event. i don't think there is anything like it in adventure mode, though.
There was a general whose wife was the leader of a civilization. In the year 8, she was kidnapped and turned into a bleak horror. Over the decades, the general became obsessed with his own mortality and sought out the necromancer's tower, becoming a lowly apprentice in return for eternal life. Years later, he wrote a 30 page essay about his horror wife called Victory By The Creature. He also took an apprentice of his own, a former queen of the dwarves, and wrote a touching and concise 282 page biography about her. You end up with quite a few formerly important apprentices, since it only concerns itself with the secret worries of important people at this time -- a technical hurdle which needs to be worked through now or later.
But that's just it, if Toady isn't coding specific effects for such actions, you aren't interacting with the world; just displaying some text, and maybe using up one of your turns. Each particular action you can think of needs to be both tied into all the other systems and work as a building platform for future development, or it isn't worth dealing with by itself. Taunting a goblin? Should include analysis of personality traits, social skills, the intended meaning and the recieved meaning of the taunt, relative strengths, and relative fames to determine the appropriate shift in AI behavior, if any. It alone would take a few weeks, but if done with a/the diplomacy rewrite, it could come with only a few hours of extra effort.Thats kind of what I want. Just a little more interactivity with the world.I've gotta ask, will there ever be ways to just... do stuff? Like, if I wanted to do a dance on the corpse of a hydra I could go into a menu and select 'dance' from a list while standing on the hydra? Maybe do stuff like yelling at enemies during battle, or taunts?Hillariously it sounds like you want an Emote system. The ability to just click a button and type "Dance on the Hydras head while signing I'm a little Teapot"
To clarify: Is it actually written out or does the game just tell you that is how long it is?Seconding the request for an answer to this. We must know...
Look the only point that in Dwarf Fortress Evil seems to be a force. Curses exist, cursed lands exist (as well as their mechanics to become cursed), and even creatures who are evil exist. Yet good is fanciful and just as destructive and dangerous to all life. There is no benevolence only malevolence.
which is what is essentially the question
Where is the Benevolence?
To clarify: Is it actually written out or does the game just tell you that is how long it is?Almost certainly it is just description.
Look the only point that in Dwarf Fortress Evil seems to be a force. Curses exist, cursed lands exist (as well as their mechanics to become cursed), and even creatures who are evil exist. Yet good is fanciful and just as destructive and dangerous to all life. There is no benevolence only malevolence.
which is what is essentially the question
Where is the Benevolence?
There's plenty of precedent, though, in myth and fantasy literature for a good that is so pure, so otherworldly, it becomes antithetical to flawed human existence. People are too impure or just too ignorant to deal with that kind of transcendent purity or holiness. Opening that ark might melt your face off or touching that unicorn plunge the world into eternal winter. Or, you know, most of the Old Testament, where the minor sin of being an obnoxious teenager might get you curb stomped by she-bears (http://www.youtube.com/watch?v=C2jmT35fygc).
Apologies, my exaggeration for humorous effect didn't work out as I had intended. But I hope the point, with regard to fantasy and myth and how it might be potentially interpreted in DF, still makes some sense. Even the more benevolent deities and powers have their quirky taboos no mortal is allowed to violate lest they get a divine bolt to the face.Your point is valid. However, completely uninteresting from a mechanical perspective if the only reason this happens is because they use the same AI process of choosing their targets as an [Evil] creature. We need [Good] to have the capacity for benevolence before we can have taboos that will forfeit that benevolence.
Apologies, my exaggeration for humorous effect didn't work out as I had intended. But I hope the point, with regard to fantasy and myth and how it might be potentially interpreted in DF, still makes some sense. Even the more benevolent deities and powers have their quirky taboos no mortal is allowed to violate lest they get a divine bolt to the face.
Well, if that ever happens, I'm so starting a "Unicorns are Hypocrite Bastards" campaign. ;)What I would find most interesting is if whether you broke the unicorn's code was determined by the personality of the unicorn. Say, some have looser standards if you killed a specifically evil creature, or some are too lazy to want to make an enemy. And then you just need to get to know the unicorn, and make sure it's not a fundamentalist before you slay a souled creature in front of it.
Now that we have books, secrets can still be find on slabs? There other places people can learn secrets?
Now that writing is in, will dwarves who enter fey moods also do writings if they have the proper skills, thus becoming legendary poets?
Well, if that ever happens, I'm so starting a "Unicorns are Hypocrite Bastards" campaign. ;)
Do apprentices learn the secrets directly from their masters or by using books/slabs found on their towers?
Only necromancers can have apprentices or the system will also allow other historical figures to have apprentices?
According to the latest devblog, the layout of towers were generated on arriving in an area, rather than during worldgen. Is this true of all worldgen locations?i'm pretty sure that's how it goes, i think it's been clarified on a discussion about cities several moths ago, possibly more than a year, but can't recall enough details to search for a proper quote
Yeah, I also seem to recall some discussion on the mutability of city layouts (and I've seen it happen myself). Presumably the same forces were at work here, so that should be solved, then.According to the latest devblog, the layout of towers were generated on arriving in an area, rather than during worldgen. Is this true of all worldgen locations?i'm pretty sure that's how it goes, i think it's been clarified on a discussion about cities several moths ago, possibly more than a year, but can't recall enough details to search for a proper quote
Book length is quite certainly based on the number of events/facts transcribed therein. There presumably are other variables, of course, so that it isn't a 1 event is 1 page thing (whether on an event basis or based on how purple and flowery the prose is).
On the more amusing side, I went to a tower at night, and all the zombies were sleeping. But they can't sleep or be KO'd in any way, so they were actually just pretending to sleep. They didn't attack me, but I didn't get any attack bonuses either, aside from the one for them being on the ground.This would be a cool feature to have happen in the towers of more eccentric necromancers.
QuoteOn the more amusing side, I went to a tower at night, and all the zombies were sleeping. But they can't sleep or be KO'd in any way, so they were actually just pretending to sleep. They didn't attack me, but I didn't get any attack bonuses either, aside from the one for them being on the ground.This would be a cool feature to have happen in the towers of more eccentric necromancers.
I can't help but feel that to some extent, the tying of the creation of monsters, apprentices, and books to previously extant historical figures is decreasing the verisimilitude of world gen. Because of how few world gen figures there are (and can be due to computational costs), it is inevitable that every possible dwarf fortress world gen event will happen to a world gen figure; it will be bizarre reading histories where every world gen figure is a leader or noble or one kind or another who had wrote a book, discovered immortality, and then became a monster.
I can't help but feel that to some extent, the tying of the creation of monsters, apprentices, and books to previously extant historical figures is decreasing the verisimilitude
I can't help but feel that to some extent, the tying of the creation of monsters, apprentices, and books to previously extant historical figures is decreasing the verisimilitude of world gen. Because of how few world gen figures there are (and can be due to computational costs), it is inevitable that every possible dwarf fortress world gen event will happen to a world gen figure; it will be bizarre reading histories where every world gen figure is a leader or noble or one kind or another who had wrote a book, discovered immortality, and then became a monster.
We still seem to be missing the "generic holy book" ("In 324 Urist McDevout created a masterpiece 81 page tome 'Ushilzangin' on the worship of Ethbeshonshen, in his aspect as a Giant Sparrow exemplifying the sphere of Seasons") and their follow-on effects ("In 349 Urist McDilettante read the tome 'Ushilzangin' and became a devout worshiper of Ethbeshonshen")i loved that, now there's a great suggestion.
also, i dunno it this is answered somewhere: any chance a fully customizable dwarf description is in the works? basically for adventure mode, but maybe for special dwarfs in dwarf mode? it would be nice to model a dwarf after my looks and/or personality, or others that "sponsor" a dwarf in my fortress.
This came up in the old List thread: (http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163)Quote from: Toady OneQuote from: wilsonnsWill be possible to edit the adventurer apperance or at least know about his apperance?
You can look at yourself and others. Changing the appearance would be an interface to write, which isn't the end of the day. You should certainly be able to customize yourself later on, at least in one version of the start setup (versus historical scenarios or whatever), since it's good to be able to be whatever you want to be. It'll probably depend on prodding or just me eventually doing it. Since you pick out where you are from first, it'll probably be constrained by the entity/race settings, with options to break convention or something. Breaking reality (ie making a blue-skinned human) is more difficult because of how the appearance variables are indexed, and there might even be some issues there with breaking out of entity stylings, though I don't think there are.
What makes you think I know anything? All I'm doing is extrapolating from the stuff Toady told us - that the necromancers write about stuff they know, and that a book about a converted spouse gets 30 pages while one about a direct apprentice who also happened to be a queen gets almost ten times that much.
is there a short term plan to integrate books in fortress mode?
i'm picturing dwarves highly proficient in certain subjects writing books other dwarves could read on their break times to level up both student skill and the respective skill. also, martial arts manuals.
EDIT:and any short term plans for libraries outside of necromancer towers?
One more zombie invasion thing to do -- something fun.
I vote for spending a little more time on books, because they're awesome.
Very vague indeed.I vote for spending a little more time on books, because they're awesome.
Ohh yeah NOW I know you... Too bad there is little I can remedy about it :'(
I am very vague sometimes.
I vote for spending a little more time on books, because they're awesome.
I can't help but feel that to some extent, the tying of the creation of monsters, apprentices, and books to previously extant historical figures is decreasing the verisimilitude of world gen. Because of how few world gen figures there are (and can be due to computational costs), it is inevitable that every possible dwarf fortress world gen event will happen to a world gen figure; it will be bizarre reading histories where every world gen figure is a leader or noble or one kind or another who had wrote a book, discovered immortality, and then became a monster.I don't feel that the computational load of worldgen stuff should be considered too heavily. Even if worldgen's computation cost were massively huge, it's not that big of a deal because we can just let the world generate on one core while doing other things on a different core.
is there a short term plan to integrate books in fortress mode?
i'm picturing dwarves highly proficient in certain subjects writing books other dwarves could read on their break times to level up both student skill and the respective skill. also, martial arts manuals.
EDIT:and any short term plans for libraries outside of necromancer towers?
The term Martial Arts today has become heavily associated with the fighting arts of eastern Asia, but was originally used in regard to the combat systems of Europe as early as the 1550s and an English fencing manual of 1639 used it in reference specifically to the "Science and Art" of swordplay. The term is ultimately derived from Latin, martial arts being the "Arts of Mars," the Roman god of war.[1]and an example of a european martial arts manual (http://en.wikipedia.org/wiki/I.33)
well, that can be said for any practical knowledge being acquired from theoretical manuals, not only martial arts.
That could be modelled in game too, one could acquire theoretical knowledge of a skill and it would be represented in game similarly to rusted skills(replacing the "(rusted)" with "(theoretical)", or something along those lines), and then with practice he could master that knowledge much faster than what he would by simple practice alone
I think Euxor believes that you can't learn martial arts through a manual.
and while there is some truth to what he says, afterall an advanced calculous manual is useless for someone without any calculous, there have been people who have taught themselves successful martial arts through manuals.
Some martial arts manuals include actually very specific training regiments and stances.
well, that can be said for any practical knowledge being acquired from theoretical manuals, not only martial arts.
That could be modelled in game too, one could acquire theoretical knowledge of a skill and it would be represented in game similarly to rusted skills(replacing the "(rusted)" with "(theoretical)", or something along those lines), and then with practice he could master that knowledge much faster than what he would by simple practice alone
well, that can be said for any practical knowledge being acquired from theoretical manuals, not only martial arts.
That could be modelled in game too, one could acquire theoretical knowledge of a skill and it would be represented in game similarly to rusted skills(replacing the "(rusted)" with "(theoretical)", or something along those lines), and then with practice he could master that knowledge much faster than what he would by simple practice alone
-on the usage of the term martial arts: i thought the person using it for the manuals only meant hand-to-hand combat skills
-i have no problems with eastern martial arts, i practice one myself ^^
-my problem with the manuals would be that it is impossible to actually gain any combat skills just by reading books, no matter how detailed they are. however, they can give guidance on how to train. but without the actual training itself, reading the book gives no benefits, thats what i meant
The necromancer/invasion/books part is done. Next up are mummies. The main things to do there are to improve their tomb maps and to add some variety to their curses. We might also activate some mummies during world gen, which would open them up to mess with you during dwarf mode.
thats not how you create mummies
-my problem with the manuals would be that it is impossible to actually gain any combat skills just by reading books, no matter how detailed they are. however, they can give guidance on how to train. but without the actual training itself, reading the book gives no benefits, thats what i meant
Let's not forget skills like Concentration, Student and Teacher that could take part in this as well.
Additionally, Wiki mentions some "unused" skills, like Reader and Writer Does it mean that those are already in game and just need to be used somewhere?
Will the combat system ever support blowing holes through someone if a projectile is shot with enough force? Right now it just propells the target creature back.
Will the combat system ever support blowing holes through someone if a projectile is shot with enough force? Right now it just propells the target creature back.
Well... I know that people have gotten one of their internal organs wet by getting stabbed and then jumping in a river, so I'm pretty sure the system already supports holes. Presumably the right weapon can make a hole all the way through a person, but I'm not sure if that has any particular effects.
I actually don't know what "Rolling over your ankle" even is. Is it like what I do sometimes and step on my ankle? I admit after doing it 3 or 4 times in a row it certainly felt sprained.I assume it means he stepped wrong such that weight wasn't distributed on his ankle in the way that it's designed for, and the ankle was thus damaged.
How extensive are you planning on making magic be? Will it simply be useful in combat or for necromancing up minions? Or will you be able to do more complex things, like enchanting objects or using spells that affect other people's actions?
Ok heres one from me: Do you intend to, any time soon, ad and actual world goal mechanism. By that I mean, will the worldgen also make give the world a specific reason or something that it has to do. For instance- Before time There was a spirit that rebelled against the rest of the spirits and it sought to destroy the world that they had all made(Thats a sort of bad vs good) or something like three dudes who made the world now at war with each other or maybe even nothing at all. What are your thoughts on that?
Ideas where different manifestations of magic have underlying structural connections with the world are good. We're probably going to be adding different metaphysical systems along the lines of how a creation story using a pantheon might generate pre-world-gen events, and it'd answer all the big questions like "what happens when you die?", "what happens when you dream?", "why do we exist?", "is there a purpose to existence?", "what are emotions?" etc. etc., and gods, planes of existence, magical systems and whatever else can provide answers to these questions that further manifest themselves as part of a magic system (or the world could be utterly mundane as desired). When we do this, we'll be in a position where we are using our own ideas and continuing to look through suggestions and just using the best and easiest stuff at first, and that'll be how magic manifests itself.
Look the only point that in Dwarf Fortress Evil seems to be a force. Curses exist, cursed lands exist (as well as their mechanics to become cursed), and even creatures who are evil exist. Yet good is fanciful and just as destructive and dangerous to all life. There is no benevolence only malevolence.
which is what is essentially the question
Where is the Benevolence?
I've gotta ask, will there ever be ways to just... do stuff? Like, if I wanted to do a dance on the corpse of a hydra I could go into a menu and select 'dance' from a list while standing on the hydra? Maybe do stuff like yelling at enemies during battle, or taunts?
Now that we have books, secrets can still be find on slabs? There other places people can learn secrets?
Do apprentices learn the secrets directly from their masters or by using books/slabs found on their towers?
Only necromancers can have apprentices or the system will also allow other historical figures to have apprentices?
According to the latest devblog, the layout of towers were generated on arriving in an area, rather than during worldgen. Is this true of all worldgen locations?
Is crafting (or perhaps paying others to craft for you, putting those lazy human weaponsmiths/armorsmiths/clothiers to good use!), planned for an official DF Adventurer mode update?
Will the combat system ever support blowing holes through someone if a projectile is shot with enough force? Right now it just propells the target creature back.
Toady rolled his ankle in a parking lot! Clearly we are failing our bodyguard duties. Where was the agent with futuresight to protect the ankle? Where was the instant teleporting ankle brace that is supposed to teleport into position at the exact moment it is needed to prevent injury? Where is the level 85 druid to spam lifeblooms and regrowths to hasten the healing?
We must protect the Toady and the Threetoe! We're looking as disorganized and ineffectual as those silly Free Masons here for Armok's sake!
P.S. Get better soon!
Tranquil, constructive, balance-seeking entities come up in ThreeToe's stories as forest spirits etc
Toady rolled his ankle in a parking lot! Clearly we are failing our bodyguard duties. Where was the agent with futuresight to protect the ankle? Where was the instant teleporting ankle brace that is supposed to teleport into position at the exact moment it is needed to prevent injury? Where is the level 85 druid to spam lifeblooms and regrowths to hasten the healing?
We must protect the Toady and the Threetoe! We're looking as disorganized and ineffectual as those silly Free Masons here for Armok's sake!
P.S. Get better soon!
Monk12 uses Future Sight! It's not very effective...
ah, but you see, Threetoe is canon.
Oddly enough these have been Antagonistic and malevolent as well. These very same creatures already exist in the game and they as destructive as their violent, destructive, and chaotic brothers.
Also Tranquil, Constructive, and Balance Seeking are not benevolent. It is why I used that word and not "good" or "Nice" or "peaceful".
Because I know the implication of Footkerchief answering one of your questions. I'll actually respond to it in full later.
What sort of actions would be associated with a benevolent force?
I wasn't answering that question so much as bringing up a point of discussion.
"it emanates an aura of giving and kindness"
"it emanates an aura of giving and kindness"IIRC, Toady said that this happens when a titan comes from a 'good' area. They can't be any kind of carrion animal and have that description despite their murderous tendencies.
If you mean the forest titans etc, I don't think those are meant to be exactly the same as forest spirits
What sort of actions would be associated with a benevolent force?
I wasn't answering that question so much as bringing up a point of discussion.
Really? Whee! I was worried my question was outright negated >_> (which always stinks when it happens)
Anyhow a benevolent force is giving, nuturing, and generally a "benefit" (so to speak). *snip*
Hmm a lot of "Toady needs to hire some people to do some of the work" suggestions lately.
To admit I always like seeing them. It tells me people think this game has serious potential.
What sort of actions would be associated with a benevolent force?
I wasn't answering that question so much as bringing up a point of discussion.
Really? Whee! I was worried my question was outright negated >_> (which always stinks when it happens)
Anyhow a benevolent force is giving, nuturing, and generally a "benefit" (so to speak). *snip*
Yeah, that all makes good sense. Maybe this sort of thing will become easier to add once different types of adventurer roles are better fleshed out. Adventurers right now are also pretty limited to demonstrating their moral preferences based solely on whom they choose to slay. Perhaps one day it will be possible for an adventurer to make his or her mark also by healing the sick, giving food to the hungry, and such. And when it does, I imagine it wouldn't be too difficult, coding wise, to program other sentient creatures who also initiate those kind of tasks.
I mean, at least until the hippies get slaughter by undead badgers.
the hungry, and such. And when it does, I imagine it wouldn't be too difficult, coding wise, to program other sentient creatures who also initiate those kind of tasks.
the hungry, and such. And when it does, I imagine it wouldn't be too difficult, coding wise, to program other sentient creatures who also initiate those kind of tasks.
If they do it randomly yes. If they do it properly, you are oh so wrong.
Since raised corpses will no longer be in their coffins, will being raised cause a dwarf to also come back as a ghost?
05/07/2011 I starved a dwarf and it came back (as a friendly undead peasant...). To avoid crossing various streams, animated corpses now keep track of the historical figure that was the source of the raised body, even though the historical figure's soul is detached from it (and available for ghostage). So relatives can still be properly horrified by a raised body without it actually being the person in question, and they might be haunted at the same time, oddly enough, provided that evil region animation continues to have nothing to do with the soul stuff. This'll also let it animate multiple severed body parts separately, though it'll also need to understand not having a central body part before that'll work. It would be cool to have arms crawling around though.
To quote the DevlogMy point is not that ghostage can happen at the same time as zombification. What I meant was that with the system of disrupt tomb = ghost, a necromancer raiding a coffin will automatically be generating a ghost each time, unless zombification does not make the coffin stop counting for haunt-prevention.Quote05/07/2011 I starved a dwarf and it came back (as a friendly undead peasant...). To avoid crossing various streams, animated corpses now keep track of the historical figure that was the source of the raised body, even though the historical figure's soul is detached from it (and available for ghostage).
Emphasis mine.
Since raised corpses will no longer be in their coffins, will being raised cause a dwarf to also come back as a ghost?
Quote from: erissianIs it possible to drag a dwarf and everything on them to a corpse stockpile before looting their body for socks? Could it be treated like a special case of moving an injured dwarf? Can properly buried dwarfs be raised?
Nothing has changed so that's not possible. The hope sometime is to get that done, but it invites a horror of bugs. If a necromancer gets a tile-wise line of sight on a body, including those in your coffins, then the body can be raised. I think because the body becomes a unit, a ghost probably won't additionally be disturbed, but once you knock out the zombie... I'm not sure. It would physically match the old dwarf in id, and so possibly excite a ghost, but it wouldn't have the right historical or unit id, so maybe not. Probably not...
I don't think Disturbing a coffin is a 100% chance of raising a ghost right now, but I'm not sure. If not, I don't see why it would if necromancers did it.To quote the DevlogMy point is not that ghostage can happen at the same time as zombification. What I meant was that with the system of disrupt tomb = ghost, a necromancer raiding a coffin will automatically be generating a ghost each time, unless zombification does not make the coffin stop counting for haunt-prevention.Quote05/07/2011 I starved a dwarf and it came back (as a friendly undead peasant...). To avoid crossing various streams, animated corpses now keep track of the historical figure that was the source of the raised body, even though the historical figure's soul is detached from it (and available for ghostage).
Emphasis mine.
I don't think Disturbing a coffin is a 100% chance of raising a ghost right now, but I'm not sure. If not, I don't see why it would if necromancers did it.To quote the DevlogMy point is not that ghostage can happen at the same time as zombification. What I meant was that with the system of disrupt tomb = ghost, a necromancer raiding a coffin will automatically be generating a ghost each time, unless zombification does not make the coffin stop counting for haunt-prevention.Quote05/07/2011 I starved a dwarf and it came back (as a friendly undead peasant...). To avoid crossing various streams, animated corpses now keep track of the historical figure that was the source of the raised body, even though the historical figure's soul is detached from it (and available for ghostage).
Emphasis mine.
I'm watching berserk again, and yet again I'm amazed about how the worlds DF generate are berserk like. What with the overworld demons being pretty much like apostles, bogeyman attacks resembling the monsters hunting guts because of the brand, generaly violent and unforgiving world, etc.
I'm watching berserk again, and yet again I'm amazed about how the worlds DF generate are berserk like. What with the overworld demons being pretty much like apostles, bogeyman attacks resembling the monsters hunting guts because of the brand, generaly violent and unforgiving world, etc.
Imo the manga is better than the anime, but ey' I though of that too.
I'm watching berserk again, and yet again I'm amazed about how the worlds DF generate are berserk like. What with the overworld demons being pretty much like apostles, bogeyman attacks resembling the monsters hunting guts because of the brand, generaly violent and unforgiving world, etc.
Imo the manga is better than the anime, but ey' I though of that too.
True dat. They're making a series of animated films about the events that happen during the black swordsman arc and beyond to be released next year though, so it'll be awesome all around.
And with minor planes, it only gets more similar to berserk (astral world and all that). Now if toady ever makes it so some creatures have a presence on multiple planes at once, and maybe elves could live almost exclusively in another plane.
...Like making tools/weapons/armour out of and selling their dead relatives..?
And maybe the trees have a massive sentient presence on the other plane, and that's where the elves go to tree-sing their wood from them, and that's why the elves are so angry when you cut down trees; you kill a much greater being that what you think you're killing.
i'm just complaining that simple ecological concerns should be enough to justify elves' behaviorAh, yes. I agree about that. Though I think it's more interesting if it's a religious thing. Also more likely, in my mind.
you guys doin that trope where you make nature something special and magical so it's worthy of protection? i hate that.
you saw james cameron' avatar? i hate it, it tries to convey all this crap about living in harmony with nature, only pandoras nature is nothing like nature, at all, it's more like one of those automated "houses of the future" you used to read about in curiosity magazines and crappy tv documentaries. if we had a nature that awesome here on earth(in the way that M. Sues are awesome), it'd be pretty easy not to destroy it. We don't, but that doesn't make destroying ecosystems cool.
I get this is a fantasy setting, and i'm ok with spirits of nature magically rewarding those who defend it, etc. but "hey, i know why elves are so uptight about mass logging, it kills creatures in another dimension" makes it sound as if the goal of halting the destruction of forests wouldn't be worth pursuing if they weren't magic, and that annoys me, not because i'm a tree-hugging hippy or an elf lover, i'm not, but because it reeks with hypocrisy and missing-the-pointisy
we don't need for trees to be magical beings in another world for mass logging to be a crime; the destruction of non-sentient forests actively harms the real world, and has done so since the beginning of civilization, and thats why the elves should fight to prevent it, not because every time you cut a tree, "god kills a kitten" in another dimension
it kills creatures in another dimension" makes it sound as if the goal of halting the destruction of forests wouldn't be worth pursuing if they weren't magic, and that annoys me, not because i'm a tree-hugging hippy or an elf lover, i'm not, but because it reeks with hypocrisy and missing-the-pointisy
you saw james cameron' avatar? i hate it, it tries to convey all this crap about living in harmony with nature, only pandoras nature is nothing like nature, at all, it's more like one of those automated "houses of the future" you used to read about in curiosity magazines and crappy tv documentaries.I was always of the opinion that the 'nature' in Avatar was actually semi-forgotten biotech. The stuff with the animals and plants almost makes sense if the ecosystem actually was built to for the navi rather than just conveniently acting that way.
This is what Dwarf Fortress should be doing at sometime. Making worlds where the differences can be fundemental. Where two worlds can have such stark differences as to feel like they are entirely different planets rather then what could possibly be different sections of the same world.I agree that kind of thing would be awesome, if difficult. It would be quite hard to program multiple different magic systems that it selects from (such as god magic, naturally occuring magic, or no magic), but it would be really interesting to try and find out which one exists in your current world (especially once there are legends that are embellished or just myths).
you guys doin that trope where you make nature something special and magical so it's worthy of protection? i hate that.
you saw james cameron' avatar? i hate it, it tries to convey all this crap about living in harmony with nature, only pandoras nature is nothing like nature, at all, it's more like one of those automated "houses of the future" you used to read about in curiosity magazines and crappy tv documentaries. if we had a nature that awesome here on earth(in the way that M. Sues are awesome), it'd be pretty easy not to destroy it. We don't, but that doesn't make destroying ecosystems cool.
I get this is a fantasy setting, and i'm ok with spirits of nature magically rewarding those who defend it, etc. but "hey, i know why elves are so uptight about mass logging, it kills creatures in another dimension" makes it sound as if the goal of halting the destruction of forests wouldn't be worth pursuing if they weren't magic, and that annoys me, not because i'm a tree-hugging hippy or an elf lover, i'm not, but because it reeks with hypocrisy and missing-the-pointisy
we don't need for trees to be magical beings in another world for mass logging to be a crime; the destruction of non-sentient forests actively harms the real world, and has done so since the beginning of civilization, and thats why the elves should fight to prevent it, not because every time you cut a tree, "god kills a kitten" in another dimension
Even in real life did the the native americans not treat every tree as sacred to the point of being incapable of tearing them down (They had sacred groups of trees mind you... but those had significance).they will use deadly force(as deadly as hitting steel clad warriors with wooden toy swords can be) if you disrespect a diplomatic agreement. they wont declare war on you for cutting one tree.
So sometimes generation should, and sometimes it should not, generate nature itself as an actual living breathing force. Maybe Nature is another kind of magic, or IS magic, or maybe nature is some sort of living being somewhere (A god such as Gaia or possibly some sort of huge tree) and maybe Spirits and other creatures could represent nature's "side" so to speak. Othertimes maybe nature is just nature and Elves just like using deadly force to stop Dwarves from cutting their 50th large mushroom because of their belief systems.i'm all for df generating different settings every worldgen
This is what Dwarf Fortress should be doing at sometime. Making worlds where the differences can be fundemental. Where two worlds can have such stark differences as to feel like they are entirely different planets rather then what could possibly be different sections of the same world.
you saw james cameron' avatar? i hate it, it tries to convey all this crap about living in harmony with nature, only pandoras nature is nothing like nature, at all, it's more like one of those automated "houses of the future" you used to read about in curiosity magazines and crappy tv documentaries.I was always of the opinion that the 'nature' in Avatar was actually semi-forgotten biotech. The stuff with the animals and plants almost makes sense if the ecosystem actually was built to for the navi rather than just conveniently acting that way.
For the long term do you have any idea what kind of role writing will play in dwarf mode? Like writing books about whatever the dwarf wants like engravings (books about books about cheese) or where dwarves actually record information that gets used for something later on?
Do current interactions that are not forced have a chance of being done by the creature, will always be done by the creature, or something else entirely? For example, will a necromancer with an interaction fire breath choose between raising dead or breathing fire?
Will we ever have to bury the dead in adventure mode, to avoid overrunning the countryside with ghosts? I can see villagers giving mundane starter quests of the nature "I found a dozen bodies about two hours walk from here. Probably from a bandit attack. But I am too busy farming, could you give them proper burials before it is too late?"
Would you mind showing us an example of one of the books in the game? Like, just pick one up from a necromancer tower and tell us what it says.
Will zombies continue to rot until they become skeletons or does their rotting stop once they are raised?
Are there any differences between skeletons and zombies other than the lack of tissue and organs?
How will the raise the dead interaction mesh with other interactions? For example, will were-creatures still transform?
I've seen questions about the interaction combinations between vampire were-creatures, but not about the raising interaction.
Plus, while I think a raised necromancer loses his ability to raise once dead due to the loss of his soul, were-creature interactions might be applied to the body for all I know.
Toady what would have to happen for Dwarf Fortress to include an even larger world then the maximum it has now? I wonder what would go into a decision like that.
Would the ability to state your intent for a retired character use the same framework as the hopes and dreams of the personality rewrite?
Will books be found in bookcases, on tables, or just lying around on the floors of towers?
If we have a fort which contains one of these secret slabs or books, say by having an adventurer drop it in a location of our choice and then embarking over it, will it be treated as an artifact?
How extensive are you planning on making magic be? Will it simply be useful in combat or for necromancing up minions? Or will you be able to do more complex things, like enchanting objects or using spells that affect other people's actions?
There is an old saying: "Even a Thief will go out of his way to help a friend"
So if you looking for pure evil people you are not going to find them either. Sociopaths, according to some psychologists, are people who took in the wrong hints and messages society sends out at a regular basis and simply follows them to their logical, and often destructive, conclusion.
Look the only point that in Dwarf Fortress Evil seems to be a force. Curses exist, cursed lands exist (as well as their mechanics to become cursed), and even creatures who are evil exist. Yet good is fanciful and just as destructive and dangerous to all life. There is no benevolence only malevolence.
which is what is essentially the question
Where is the Benevolence?
...
A Benevolent force whos prime goal is the benefit of all around it. A Restless Spirit of a great doctor who cures the sick, a Tree that gives of its own fruits, or a great water spirit who gives those dying in the desert live giving water and who do so for no benefit of their own (no alterior motives).
Quote from: EmeraldWindWhen you say 282 page, do you mean literally or informatively?
To clarify: Is it actually written out or does the game just tell you that is how long it is?Quote from: MechanoidCan we read the contents of a book whatever the size of it? Does it function like an in-game legends mode viewer that's highly specific to a single creature?
... If the weight of a book is based on the number of pages it has, can a book contain so many pages, that the player can not lift it without being heavilly slowed?
If reading speed is influenced by your movement speed, and you're moving at a crawl, and it takes a long time to read just one page... "Oh i'll just read this b-" *You have starved to death*Quote from: YetAnotherStupidDorfAlmost certainly it is just description.Quote from: inteunisoNow that writing is in, will dwarves who enter fey moods also do writings if they have the proper skills, thus becoming legendary poets?Quote from: thvazNow that we have books, secrets can still be find on slabs? There other places people can learn secrets?
Do apprentices learn the secrets directly from their masters or by using books/slabs found on their towers?
Only necromancers can have apprentices or the system will also allow other historical figures to have apprentices?
According to the latest devblog, the layout of towers were generated on arriving in an area, rather than during worldgen. Is this true of all worldgen locations?
To what extent are we going to see randomly generated interactions/variations on interactions in this release? I know we've got, for example, some flexibility on vampires based on past FotF posts.
Are all books currently unique, or can there be copies? For example, if one entity writes a biography of the dwarven king, then several others do the same, would those that had access to the original biography copy it, or write their own. If the former, how would this be represented in-game?
is there a short term plan to integrate books in fortress mode?
Are the pages in DF books made of a specific material at the moment? Do you intend to have paper in the game or will it be limited to vellum?
Will the combat system ever support blowing holes through someone if a projectile is shot with enough force? Right now it just propells the target creature back.
Will Items from the gods, such as the tablets that contain the secrets of life and death, be handled as magical artifacts with related powers in the future?
It makes sense to me that a divine tablet containing the power to revoke death would be rather powerfully magic even if not actively in use. I imagine it would do anything from passively raising the dead to protect itself to actively corrupting mortals into using it, Ring of power style.
Since raised corpses will no longer be in their coffins, will being raised cause a dwarf to also come back as a ghost?
Can Necromancers raise and command ghosts?
A fact supporting that is the anatomy of the Na'vi. Namely the fact that they follow the same limb-organisation than humans whereas every other animal on the planet has 4 arms, 6 eyes and nostrils on the body directly connected to the lungs. Granted, it would've been much harder to relate and feel compassion for them.I personally haven't had much experience with strange things being less sympathisable (except for very creepy things), and I kind of wonder whether I am unusual in that respect or whether the effect does apply to me and I haven't noticed it.
Thank you once again Toady, I fought that insightful.
I also laughed quite a bit when you answered my question on Benevolence. It was hillarious when you really think about it.
no it wouldnt: district 9 managed to do it quite effectively, heck even alien resurrection managed to do it to some extent with a giger aberration. avatar just has a cheap setting.you saw james cameron' avatar? i hate it, it tries to convey all this crap about living in harmony with nature, only pandoras nature is nothing like nature, at all, it's more like one of those automated "houses of the future" you used to read about in curiosity magazines and crappy tv documentaries.I was always of the opinion that the 'nature' in Avatar was actually semi-forgotten biotech. The stuff with the animals and plants almost makes sense if the ecosystem actually was built to for the navi rather than just conveniently acting that way.
A fact supporting that is the anatomy of the Na'vi. Namely the fact that they follow the same limb-organisation than humans whereas every other animal on the planet has 4 arms, 6 eyes and nostrils on the body directly connected to the lungs. Granted, it would've been much harder to relate and feel compassion for them.
Thank you once again Toady, I fought that insightful.
I also laughed quite a bit when you answered my question on Benevolence. It was hillarious when you really think about it.
"Yeah, the dwarves pretty much destroy everything around their fortress, but they're not that bad you know, they like to sing songs and stuff... Also, if your house was buried in lava, we'll eventually have fairies fixing you semi-molten shoes. Stay tuned ! We still don't have any short term plan for the Psychiatrist Pixies though, so I guess it's okay to cry yourself to sleep evey night in the meantime, he he he"
Thank you once again Toady, I fought that insightful.
I also laughed quite a bit when you answered my question on Benevolence. It was hillarious when you really think about it.
"Yeah, the dwarves pretty much destroy everything around their fortress, but they're not that bad you know, they like to sing songs and stuff... Also, if your house was buried in lava, we'll eventually have fairies fixing you semi-molten shoes. Stay tuned ! We still don't have any short term plan for the Psychiatrist Pixies though, so I guess it's okay to cry yourself to sleep evey night in the meantime, he he he"
Thank you once again Toady, I fought that insightful.
I also laughed quite a bit when you answered my question on Benevolence. It was hillarious when you really think about it.
"Yeah, the dwarves pretty much destroy everything around their fortress, but they're not that bad you know, they like to sing songs and stuff... Also, if your house was buried in lava, we'll eventually have fairies fixing you semi-molten shoes. Stay tuned ! We still don't have any short term plan for the Psychiatrist Pixies though, so I guess it's okay to cry yourself to sleep evey night in the meantime, he he he"
Psychiatrist Pixies actually like a demonstrably useful feature of a good biome.
Though we may or may not need to wait until we have actual Psychiatrist Dorfs. And the requisit masterwork straightjackets.
Thank you once again Toady, I fought that insightful.
I also laughed quite a bit when you answered my question on Benevolence. It was hillarious when you really think about it.
"Yeah, the dwarves pretty much destroy everything around their fortress, but they're not that bad you know, they like to sing songs and stuff... Also, if your house was buried in lava, we'll eventually have fairies fixing you semi-molten shoes. Stay tuned ! We still don't have any short term plan for the Psychiatrist Pixies though, so I guess it's okay to cry yourself to sleep evey night in the meantime, he he he"
Psychiatrist Pixies actually like a demonstrably useful feature of a good biome.
Though we may or may not need to wait until we have actual Psychiatrist Dorfs. And the requisit masterwork straightjackets.
Do/will zombies learn, gain skills, etc?Lacking souls, zombies won't learn (though in the future, it might depend on the generated interaction more). They presumably can get some sorts of natural skill that won't improve.
Can a necromancer raise zombies of varying power levels (depending on, say, the necromancer's experience and time to prepare, freshness of corpse, etc)?Only in the sense that corpse completeness and corpse size/origin affect things. There is no notion of experience or skill for necromancers yet, so two people learning the same necromancy secret have the same abilities from the secret.
Are there any limits on a necromancer's necromantic powers? For example, is the necromancer's apprentice just as good at raising the dead as his master, and is able to raise just as many just as quickly?
Related to the last two questions: Could a necromancer raise a corpse, and then make that corpse his apprentice?Zombies lose their souls, so neither should work.
Also related, can necromancers use their apprentices to raise themselves in such a way that they retain their powers (or gain new ones)?
And connecting to that: Could a necromancer's ghost raise the dead?Since the ghost keeps/is/might be/... the soul, that should work.
Can non-humanoid corpses be raised? If so, can a zombified human ride a zombified horse? (Zombie cavalry!)Nonhumanoid creatures can be zombified indeed. There were mentions of zombie dogs, zombie ducks, zombie elephants, and zombie dragon heads. There has been no mention of riding zombies, so we don't know yet.
Several of the questions were answered by Footkerchief already, and as usual those won't be below unless I have something to add.Quote from: CaptainArchmageWill books be found in bookcases, on tables, or just lying around on the floors of towers?
If we have a fort which contains one of these secret slabs or books, say by having an adventurer drop it in a location of our choice and then embarking over it, will it be treated as an artifact?
I passed on bookshelves and put the books on tables, as a time thing. The slab has the status of a mood artifact, and a book is the same extended class of item as a favorite weapon.Quote from: CaptainArchmageAccording to the latest devblog, the layout of towers were generated on arriving in an area, rather than during worldgen. Is this true of all worldgen locations?
It keeps track of the information it needs to think about in attack AI/conversation/etc. It would take too long to generate every map from the start, and it would take more save space, especially now with the largest towns occupying up to a 17x17 embark area (which isn't all loaded at once). If it becomes important to remember one thing or another, it'll be moved into the world gen/map gen information (information about where city wall openings are, for example, which are currently generated later on but will want to be pre-known in time). The main downside of the way I'm doing it is save compatibility, since most tweaks to the map code will cause old saves to create maps differently even if you've been there before.
If we'd somehow acquire a house in a a town (adventure mode), will it be at a different place every time you visit the town?Maybe you should just forget about save compatibility? Frankly speaking, it is not important at all. No one force you to use newest available version of DF. You do not lose old game or old saves.
If we'd somehow acquire a house in a a town (adventure mode), will it be at a different place every time you visit the town? Or will some towns remain the same every time?
...I find your thoughtpaths hard to follow.If we'd somehow acquire a house in a a town (adventure mode), will it be at a different place every time you visit the town?Maybe you should just forget about save compatibility? Frankly speaking, it is not important at all. No one force you to use newest available version of DF. You do not lose old game or old saves.
Quote from: DGAre the pages in DF books made of a specific material at the moment? Do you intend to have paper in the game or will it be limited to vellum?
I haven't gotten into the new page materials issue, since I'm not setting up industries at this point. At the same time, the pages are made of a tracked material different from the binding, and it keeps the craft info and maker for that (as with cloth or dye), even if there aren't technically any makers right now. The writing on it is independent of that. Ink/writing material is not tracked yet.
Did you quote the wrong person or am I just completely missing the point here?If we'd somehow acquire a house in a a town (adventure mode), will it be at a different place every time you visit the town?Maybe you should just forget about save compatibility? Frankly speaking, it is not important at all. No one force you to use newest available version of DF. You do not lose old game or old saves.
I think he interpreted the original statement as asking whether that would happen on updating the game (because of how Toady mentioned that changes to generation would make towns generate differently) rather than asking about what happens within a single version.Did you quote the wrong person or am I just completely missing the point here?If we'd somehow acquire a house in a a town (adventure mode), will it be at a different place every time you visit the town?Maybe you should just forget about save compatibility? Frankly speaking, it is not important at all. No one force you to use newest available version of DF. You do not lose old game or old saves.
Any plans for hereditary curses? "Your family shall suffer for seven generations" seems like a pretty common tropes, and it would be funny to see babies spontaneously combust because their parents had a nasty run-in with a mummy two years ago.
...
...
..."it would be funny to see babies spontaneously combust." I just typed that.
...What have you people done to me?
Also, and I know this isn't the question anyone wants to read, but is there are roadmap to the next release? Like, right after the mummies and tombs? Or is there another thing after the Mummies before release?
I'm not sure if there's a bit of confusion about it generating maps on the fly, but I thought I'd jump in again to say that the maps it generates are still the same map. So you'll always find the same buildings in the same spots for the same world. It just doesn't have the tiles generated and sitting around somewhere, and it doesn't know what layout is going to be generated in advance -- but it will always make the same one. This makes the maps more susceptible to being busted by changes between versions, but it's not something exploitable where you can generate a new map for a town on each load.Thanks, I guess I misunderstood something here.
Seriously. They want the trash, dwarves produce lots of trash. I hate it that letting them take my trash generates attacks instead of a symbiotic relationship.
Right now I am kinda curious about what Mummys will wear.
I mean SURE, I know they will have bandages, wraps, and rags.
But will they have golden death masks, dazzling robes, and even tools/weapons burried with them?
Right now I am kinda curious about what Mummys will wear.Actually, I think last this was mentioned, Toady said he hadn't done bandages and the like yet. Would be nice if they were in, though.
I mean SURE, I know they will have bandages, wraps, and rags.
I'm not sure if there's a bit of confusion about it generating maps on the fly, but I thought I'd jump in again to say that the maps it generates are still the same map. So you'll always find the same buildings in the same spots for the same world. It just doesn't have the tiles generated and sitting around somewhere, and it doesn't know what layout is going to be generated in advance -- but it will always make the same one. This makes the maps more susceptible to being busted by changes between versions, but it's not something exploitable where you can generate a new map for a town on each load.
...I find your thoughtpaths hard to follow.
Did you quote the wrong person or am I just completely missing the point here?Sorry, brain fart. Somehow I thought you was talking about wanting to have your own place in new version from old save.
If say, we go on a rampage with our undead army, will anyone ever stand up and try and fight us? Like an army or some such? Killing everything in existence is bland when the most challenging fight is three or four guys in forts.
Actually, Toady; do you currently have any plans for making inter-species relationships possible, and letting other tame, sentient creatures assist dwarves? Not specifically as slaves, since dwarves consider slavery unthinkable, but through those (good) inter-species relationships, or as pets, or even for personal love for/interest in a certain field of work. I suppose it would be most helpful to the player to permit us to assign labors, but perhaps creatures that don't have a sense of desire for the labors set or duty to their home and loved ones, or have been having a bad day, would be far less likely to actually go do it. Currently, only fishing and hunting function for tame sentient beings.
Will it ever be possible for dwarves and Kobolds to live in peace?
Rainseeker: Our next one is from R A Browning, he is saying that a few of the members of the mining forum discovered that if you mess around with the raws you're able to embark with intelligent - or at least can learn and can speak pets - who are counted as members of your civilization, and can be given tasks like hunting, fishing or recruited into the military. If they aren't given any tasks they mostly stand around talking with one another and gaining experience at their little animal man parties. The question is this: 'Are there any plans to expand on this interesting phenomenon in later versions of the game, such as by allowing the intelligent pets to equip weapons and armor and fight alongside the controlling civilization, or to allow them to take up other labours on a limited basis?'
Toady: The pet part, I guess, is the strange part of that. This actually ties in very very closely to the people that had the elf queen of their dwarven society show up, and then the elf queen was kind of broken. The problem is the old code, the oldest stuff, assumes that members of your civilization are all the same race, and the newer stuff just needs them to be potential participants; they need to have in most cases can learn and can speak, or in some cases just can learn, and then they can join into civilization activities. So what you're seeing with the pets is the same thing you seem with the elf queen most likely, you just wouldn't have noticed the hunting and fishing, probably because the nobles can't be recruited in general for that kind of stuff. So it's kind of a weird split, the weird part there is that they're also a pet. That I'm not sure how to deal with offhand. What does that mean, is that dwarven slavery, or is that just a really affectionate relationship or something? I don't know. But the answer about rebellions and things; anything that dwarves will be able to do later, they'll be able to do. We haven't really planned a lot for version 1 especially for massively multiracial forts with like ten goblins hanging out, but really when you get back to some of this entity stuff we were talking about, there should be a notion of them cliquing up a bit and making a sub-entity, at least for certain races. It's quite possible that goblins with all their kidnapping behaviour and so on don't really see the species of the creatures the same way and might not even clique up based on their goblin nature unless they're spurned by the rest of the dwarves or something. It's all going to depend on how that works out, I don't pretend to have the algorithms set up for making sure that stuff is going to work right, but hopefully that would be one of the main considerations when you start forming sub-groups like miners' guild is if there's multiple species in the fort.
Toady, do you have any plans of changing the current cave in system by the old one where large areas would collapse or another system, if so when?
Then there's static things like cave-ins or your Red Faction: Guerrilla type stuff with collapsing structures and so on. Originally that worked when the game was 2D so any open subterranean area could just be assumed to have a ceiling that was willing to fall on you and as soon as you had an open seven by seven area on the 2D underground map then it would just collapse it on you eventually. In the later versions with the Z axis you've got these large connected structures that can spin and spiral all over the plan and as long as they're connected to something stable like the bottom of the map or the edge of map by a single tile then they won't fall over, because the seven by seven rule doesn't really make sense anymore, and that's something we can discuss expansions of.
Quote from: skaltumWhen will you begin to implement more seige engines, or perhaps a mini mode such as the arena where the player is in command of the defenders or attackers and has catapults, seige towers battering rams etc at there disposal?, will it also be possible to implement a feature where destroyed towers or sections of walls would cause a cave in?
I imagine once the armies are moving around and you yourself are tasked to or otherwise want to overcome a castle's defenses, you'll start getting your prizes. There's also the boat angle which I doubt will be the cause of vehicles (or moving siege engines) but could be. Then there are the dwarf siege improvements, which requires pretty much the same preconditions as the adventure mode sieges. So imagine as we are working through the Nov/Dec site resource/caravan/army stuff, we might not get to siege engines, but we'll be ready for it. Any disconnected wall section would collapse, but having siege engines breaking pieces of walls might making improving the cave-in code a higher priority.
I read the cave-in algorithms thread, but nothing really jumped out. Not that I've done much in terms of practical results. I'm basically interested in trying to do things that are a little less local, rather than trying to get things to arise from rules that are applied to cells. So far I've just collected information about columns of rock and their connections and weights, and done a connectivity check on the resulting graph, but I should be able to use the graph of columns to handle things like hanging statue arms with some care. For instance, it shouldn't be too hard to pit the weight of a hanging arm against how much it is shearing against a shoulder joint, because it just needs to compare the weight to the material and surface area of the join with the neighbor. Aside from the connectivity calculation, none of this has to be calculated particularly often, so it can get fairly complicated, and the routines used to do it can also be used to provide information to the user about potential cave-ins as necessary. I haven't really had time to get much done with it though, since we are a bit behind, so I wouldn't even say there's a system at this point.
Will printing/scribing eventually be an industry with its own quality of paper, binding and creative content? Or will it be restricted to individual dwarven diaries much like engravings?
Quote from: DienesFor the long term do you have any idea what kind of role writing will play in dwarf mode? Like writing books about whatever the dwarf wants like engravings (books about books about cheese) or where dwarves actually record information that gets used for something later on?
In our original idea for the game before it became our main game, the adventurer was going to go back and find diaries and production logs, so we'll probably have something like that in addition to the types we've already got for necromancers.Quote from: Askot Bokbondeleris there a short term plan to integrate books in fortress mode?
I don't have a short term plan for it.
I'm still wondering what a poetry generator would end up like, but for that, I probably will wait for the grammar rewrite to keep it all in a system.
Footkerchief, that wasn't quite what I was asking. I was more asking if Kobolds whom were stealing the Left Iron glove that the goblin whom was eviscerated three seasons ago would always spark Kobold war parties, or if someday we could set it so the Kobolds loot the battlefields outside our fortresses with no conflict at all. I guess the Mechanics might work with sub-entities, but I doubt it since it would be a primary entity, the Kobold Civilization or raiding band or whatever. That would be from a separate site. More likely it'd use the adventuring band visiting a fortress kind of mechanic, when they have a task (steal items, sleep in inn, buy beer) that they go in, accomplish, then leave. Since it's already hardcoded to form attack bands though, that would cause problems. I'm looking to see if the form attack bands will stop being set in stone and start to be a little more flexible.
Could be worse. Footkerchief could have said Carrivan Arc.
Ohh Carrivan Arc you are the Lynch pin in ALL features. *joke*
isn't cardinal arc the one we're currently on?I thought it was caravan.
isn't cardinal arc the one we're currently on?I thought it was caravan.
isn't cardinal arc the one we're currently on?I thought it was caravan.
No no, this is definitely the Caramel Arc.
Pfft, it's the Capntastic arc. Implementing superhero powers.
Quote from: DsarkerDo current interactions that are not forced have a chance of being done by the creature, will always be done by the creature, or something else entirely? For example, will a necromancer with an interaction fire breath choose between raising dead or breathing fire?
They don't have a lot of criteria to work with, aside from use-on-foe type stuff, so they basically choose at random. But they do that instead of always using the first on the list, anyway, so it's something. When we've got more to work with, they'll be able to choose better, but it'll likely be through the "hint" variable I've got in the raws now, since it's not easy or even possible to make the game guess what to do with a mod through in-game analysis.
Quote from: DsarkerDo current interactions that are not forced have a chance of being done by the creature, will always be done by the creature, or something else entirely? For example, will a necromancer with an interaction fire breath choose between raising dead or breathing fire?
They don't have a lot of criteria to work with, aside from use-on-foe type stuff, so they basically choose at random. But they do that instead of always using the first on the list, anyway, so it's something. When we've got more to work with, they'll be able to choose better, but it'll likely be through the "hint" variable I've got in the raws now, since it's not easy or even possible to make the game guess what to do with a mod through in-game analysis.
It seems to me a necromancer who breaths fire at everyone would burn the bodies up to bad to be raised. It makes me wonder if it's better to give NPCs a preference that is determined genetically at wouldgen somehow. All the necromancers who liked fire-breathing would be less powerful because they have less servants. That of course depends on worldgen keeping track of all that. To be honest, I don't really know much about interactions.
To be more explicit, no because necromancer tend to get a little antisocial-going-to-build-myself-a-tower-where-I-will-disturb-the-rest-of-the-dead-and-form-them-into-reanimated-corpses.
If I Recall Correctly, it's not defined yet if you can get a necromancer king and have him come to your fortress though.
Will Necromancy be available as a Dwarf career choice in Fortress mode? I'd love to have an army of undead defending my fortress.Probably not implemented. Necromancer + typical dwarf stupidity -> ??FUN??
I foresee tantrum spirals. A dwarf dies and gets raised as a zombie. His friends do not really like it but the legendary dining room is pretty nice. Then his ghost comes back to haunt the fortress, which pushes his friends over the edge. Many end up with bruises but unfortunately, poor Urist's skull was smashed into her brain by accident. So she gets raised and her friends become unhappy about it. Since they were just beaten up, they tantrum, which leads into a couple of more deaths. Meanwhile, Urist's ghost scares somebody so bad they have a heart attack.Will Necromancy be available as a Dwarf career choice in Fortress mode? I'd love to have an army of undead defending my fortress.Probably not implemented. Necromancer + typical dwarf stupidity -> ??FUN??
Well since interactions and curses will be moddible, and undeadifying corpses is apperantly just going to be a curse, it might be possible to mod in a caste or race where all the members have necromancer powers by default.
Might be possible to do that with werebeasts too.
EDIT:Which reminds me,
Is it possible in the new version to link powers to a particular job skill? Such as giving elven druids some psudo-magical curses, or shapeshifting?
In other words, when his happiness is low he turns into a bear. Tantrums weren't bad enough, now we need bear tantrums.Well since interactions and curses will be moddible, and undeadifying corpses is apperantly just going to be a curse, it might be possible to mod in a caste or race where all the members have necromancer powers by default.
Might be possible to do that with werebeasts too.
EDIT:Which reminds me,
Is it possible in the new version to link powers to a particular job skill? Such as giving elven druids some psudo-magical curses, or shapeshifting?
[arbitary MTG joke] Only if you have 7 or more friends of the druid in the graveyard [arbitary MTG joke]. Anyway this would seem reasonable althought i wonder what else except for creating a stream of angry bees with the current interaction syste would be possible. Maybe streghtening muscels and "hardening" wooden items?
edit: Actually certain abilitys being only useable in a certain state of mind like "grief" combined with "hatred" would be rather nice. I mean the elven druid is (mostlikely) at piece with the land and nature to get him go Wer-bear on you should need a appropriate trigger.
In other words, when his happiness is low he turns into a bear. Tantrums weren't bad enough, now we need bear tantrums.
Bearserkers are all well and good, but what it one of them is happily relaxing in your craft halls when all of a sudden a cave in kills his dog? It would be horrible. Especially since the bearserker probably benefits from [CAN_LEARN] even in bear form.In other words, when his happiness is low he turns into a bear. Tantrums weren't bad enough, now we need bear tantrums.
I have absolutely no problem with this. Especially if I can crosstrain all my warriors in bear-magic; if they're winning, they're fine. If they're losing, they get scared and turn into bears that just eat whatever was attacking them. You can't lose!
actually, the ber in berserkr already means bear, you're not actually making a punIt's derived from that, anyway. One could argue that it lost that meaning several centuries ago. Regardless, that's the spelling that's commonly used when a berserker actually turns into a bear.
Bearserkers are all well and good, but what it one of them is happily relaxing in your craft halls when all of a sudden a cave in kills his dog? It would be horrible. Especially since the bearserker probably benefits from [CAN_LEARN] even in bear form.
If the ber is berserker means bear, what does the zerk mean?
If the ber is berserker means bear, what does the zerk mean?shirt or coat (http://en.wikipedia.org/wiki/Berserker)
The last thing I got to was getting the historical dwarven vampires from world gen to come as migrants on occasion. Next up will be getting them to feed. This will leave one of your own dwarves routinely doing troubling things to the rest of your population, without you knowing immediately who is responsible. In order to make this a fun thing rather than an annoying thing, we're going to revamp the justice system a bit so that you can have crimes that have been committed (in the Justice screen, say) where the perpetrator is not known. In this case, the plan is to then have a witness to a bloodfeeding be able to report that to a guard/sheriff/etc., and then that'll be available for you when you decide on somebody to accuse/arrest/punish. You'll be able to accuse the wrong dwarf, and we might have the vampire or grudge-holding dwarves level false accusations that'll muddy the witness accounts a bit. It should be entertaining once it is tweaked and tested, but first I need to get the guts of it in.
So we finally could officially sentencedamned noblescriminals to magma swimming rather than making accidents? Sounds good.
It would be interesting to see if grudges eventually lead to violent crime too, rather than just tantrums or vampirism. :) And grudges seem to form at random, wouldn't it make sense, for example, the widow of an executed dwarf (most likely killed for failing a noble's mandate) forming a grudge against the Captain of the Guard? Just thoughts.
I am not sure it means you can sentence nobles to death.As nobles are appointed from local population, vampire would be able to get appointed as noble too, probably, so there should be a way to accuse him too. Maybe in form of ol' good torches&pitchforks.
The aging bit is pretty cool, though I bet it'll be a while before we start seeing more cool stuff utilizing it (unless that bit of code is in the interaction framework or otherwise mod friendly.)
Welp, there goes the hope of getting this release soon.
It will also depend on how 'trustworthy' witness accounts work out to be, independent of gameplay mechanics; that is, in the opinion of players, are witness accounts generally 90% accurate? 50%?
Welp, there goes the hope of getting this release soon.The ten-and-a-half pages of notes might have already done that.
Welp, there goes the hope of getting this release soon.
A small price to pay for such glorious features!
we're going to revamp the justice system a bit so that you can have crimes that have been committed (in the Justice screen, say) where the perpetrator is not known.Oh
Just give each suspect a burrow with an expendable migrant and see who still has blood in them after a few weeks.Could work, but could have its own pitfalls.
Or just give them a burrow in the sun.No day/night cycle in fortress mode. And some vampires aren't killed by sunlight.
Feature creep alert!Absolutely ... work with veins was supposed to be in Caravan Arc release 2.
Feature creep alert!Absolutely ... work with veins was supposed to be in Caravan Arc release 2.
Feature creep alert!Absolutely ... work with veins was supposed to be in Caravan Arc release 2.
Welp, there goes the hope of getting this release soon.
A small price to pay for such glorious features!
Don't forget that it also means a longer period of post-release brokenness. (http://www.bay12forums.com/smf/index.php?topic=95111.msg2703599#msg2703599)
Reading the latest dev logs I now can envision it perfectly, the vampire detection system! All new migrants are now placed into the military and made to fight a captured goblin. If they are a vampire then they should have no problem at all killing a goblin, allowing us to immediately execute them where they stand. And if the goblin kills them then of well, they were just a migrant anyways. Mandatory entrance exams for everyone!
And I'm all with thvaz, if I have devlogs that allow me to read about the cool new features that are coming, I'm willing to wait easily twice as long for the next update then without them.
Reading the latest dev logs I now can envision it perfectly, the vampire detection system! All new migrants are now placed into the military and made to fight a captured goblin. If they are a vampire then they should have no problem at all killing a goblin, allowing us to immediately execute them where they stand. And if the goblin kills them then of well, they were just a migrant anyways. Mandatory entrance exams for everyone!
I love the bonus features we get from features creeps. Historical figures as migrants is something I always dreamt of.
I love the bonus features we get from features creeps. Historical figures as migrants is something I always dreamt of.
We welcome bug 972: Historic figure dies of old age when migrating ( http://216.97.239.212/dwarves/mantisbt/view.php?id=972 ). Now it will be even more depressing, in fort older than 10 years large part of historic figures will do the same.
Well, it requires worldgen going during fort mode and it is yet another feature creep and will result in many, many, many crash type bugs.I love the bonus features we get from features creeps. Historical figures as migrants is something I always dreamt of.
We welcome bug 972: Historic figure dies of old age when migrating ( http://216.97.239.212/dwarves/mantisbt/view.php?id=972 ). Now it will be even more depressing, in fort older than 10 years large part of historic figures will do the same.
Which will probably be fixed in this update.
Well, it requires worldgen going during fort mode and it is yet another feature creep and will result in many, many, many crash type bugs.I love the bonus features we get from features creeps. Historical figures as migrants is something I always dreamt of.
We welcome bug 972: Historic figure dies of old age when migrating ( http://216.97.239.212/dwarves/mantisbt/view.php?id=972 ). Now it will be even more depressing, in fort older than 10 years large part of historic figures will do the same.
Which will probably be fixed in this update.
Currently, we get "Urist has drowned!", "Urist has bled to death!", etc. It is often possible to fast-zoom to the location using the stocks menu or a combat report, or an auto-pause setting. The cause of death, such as an attacker, is often just standing there next to the body.I'd guess they'll be using some variant of the sneaking system, like undetected thieves and ambushes, so they'll probably be invisible to the player.
How will a blood-drinking vampire murder be announced? Will it be obvious who the attacker was?
I'd hope that I can't simply identify the vampire because he's the only dwarf standing in the room next to the guy who just died of blood loss.
I've tried to keep the identities separate from their users, so you could have multiple critters use the same identity later on, either as a sequential hand-me-down or in competition at the same time.
Bekat the Adorable Skull
QuoteI've tried to keep the identities separate from their users, so you could have multiple critters use the same identity later on, either as a sequential hand-me-down or in competition at the same time.
Oh, this is going to be a lot of fun. I can just imagine a couple of historical dwarves claiming to be the same guy or something. How do you know who's the evil one when they all have beards?
Currently, we get "Urist has drowned!", "Urist has bled to death!", etc. It is often possible to fast-zoom to the location using the stocks menu or a combat report, or an auto-pause setting. The cause of death, such as an attacker, is often just standing there next to the body.I'd guess they'll be using some variant of the sneaking system, like undetected thieves and ambushes, so they'll probably be invisible to the player.
How will a blood-drinking vampire murder be announced? Will it be obvious who the attacker was?
I'd hope that I can't simply identify the vampire because he's the only dwarf standing in the room next to the guy who just died of blood loss.
I've rarely seen people complain about feature creep in this game. I mean feature creep seems to make up most of the game.
It would be nice if toady ironed out more of the bugs before going into long releases but he does come up with such cool features.
Toady could probably deal with the Zoom To Death problem by delaying the death until a while after a vampire has fed.
If they killed the moment they fed I'd just lock all the doors in that section of my dormitory and then send in a military squad or something to find the vampire.
If on the other hand they inflicted a syndrome which prevented healing, caused permanent sleep and left the dwarf bleeding slowly then it could be quite some time before a dwarf bled to death leaving the vampire time to get back to his room.
I hope that the behavior of vampires and similar will be moddable in the raws because some lower level creatures which act similarly but feed on pets would also be cool.
If you could specify the type/species/classification of the victims and what is done to the victims it would allow us to mod in psychopath dwarves. Think a Dexter type character who works as quiet members of the fortress guard but occasionally disappears... and then one of the caged goblins is found butchered in a quiet corridor.
I'd mod in The Phantom. A "curse" passed from fathers to son, all members of the family claim the same identity, all strong and skilled. They take it upon themselves to murder goblins.
I have to assume that this is not the introduction of AI into the game (...)err... what? This game already has the most evolved AI of all the games out there, with each dwarf going about his own business with his own set of goals and all. This would just be an extra behavior layered on top of all the existing ones.
err... what? This game already has the most evolved AI of all the games out there, with each dwarf going about his own business with his own set of goals and all. This would just be an extra behavior layered on top of all the existing ones.
Unless for some reason you've convinced yourself that AI only means neural networks and other kinds of "machine learning".
Now if only the military was back to a usable state...
err... what? This game already has the most evolved AI of all the games out there, with each dwarf going about his own business with his own set of goals and all. This would just be an extra behavior layered on top of all the existing ones.Not yet implemented. That's the objective, but the game isn't there yet.
Now if only the military was back to a usable state...I'll bite! :) The military works fine for me, I've tested every melee style (including wrestler) and archers and both work better than I had expected. That includes archers in towers and soldiers patrolling with food/water rations. I think the real problem here isn't the military system, but your inability to understand/use it. Now I'll quit trolling if you quit trolling :p
What is Feature Creep?
So Feature Creep is basically feature adding ADD
Except I think the point is that all those ingrediants would be added to that Hamburger anyway, but that way of going about doing so makes it take much longer.
Though I don't really think that is happening with Toady as he doesn't lose effort by switching tasks.
I sent an email to Toady One some months back suggesting a very simple improvement to the current military system- simply adding an option on the "v" screen that would assign the current dwarf to a new squad/ a squad from a selection menu. That alone would make the new military system practical.
It would make creating a basic squad as simple as finding a dwarf, pressing v, going to his labor screen, selecting the squad you want him to join/create, and pressing enter. A vast improvement when we're dealing with massive immigrant waves, anyway.
Not exactly. It's more like if he actually does get all that stuff and properly assemble the sandwich, but it gets so huge that by the time he's done it's dinner time.What is Feature Creep?
"I like this hamburger, but what would be nice is some cheese. I'll go get some cheese." *goes to get cheese. Halfway there* "Hey, you know what would go great with the cheese? Pickles. I'll go get some pickles!" *forgets about the cheese, goes to get pickles* "Actually, what would go great with pickles is some lettuce. Let's go get some lettuce!" etc.
And then you get to eat the totally awesome sandwich, so it's not all bad. Although you may have to wait a while.Except as soon as you take a bite, it all comes apart because you didn't build it quite perfect and it's fucking huge so you still have to spend ages fixing it before you really get to enjoy it.
And then you get to eat the totally awesome sandwich, so it's not all bad. Although you may have to wait a while.Except as soon as you take a bite, it all comes apart because you didn't build it quite perfect and it's fucking huge so you still have to spend ages fixing it before you really get to enjoy it.
The wealth of Moria was not in gold and jewels, the toys of the Dwarves; nor in iron, their servant. Such things they found here, it is true, especially iron; but they did not need to delve for them: al things that they desired they could obtain in traffic.With current style of development caravan arc will end around 2020. I am not sure what is the point of creating development plans and then ignoring it.
It's hardly feature creep to implement things that are a necessary part of fundamental design goals. Feature creep is what happens when things are implemented on a lark, or that have little to do with the original goals, or aren't cohesive. The things Toady implements are pretty much always part of preestablished goals and design philosophy, so "feature creep" really isn't an issue.
well, the justice revamp was actually needed for the vampires to work properly, so i'm not sure it qualifies as feature creepVampires are part of a feature creep (Release 1 - Better town maps involving workshops/markets/shops based on world gen economic activities (http://www.bay12games.com/dwarves/dev.html)).
It's hardly feature creep to implement things that are a necessary part of fundamental design goals. Feature creep is what happens when things are implemented on a lark, or that have little to do with the original goals, or aren't cohesive. The things Toady implements are pretty much always part of preestablished goals and design philosophy, so "feature creep" really isn't an issue.
Technically I would still consider it feature creep if he's adding things that aren't a part of the current design goals. Given that the design goals for Dwarf Fortress number in the hundreds a line in the sand needs to be drawn for any particular release. If it isn't part of the release, then it's feature creep. Not that I mind particularly, but it is what it is.
Feature creep is what happens when things are implemented on a lark, or that have little to do with the original goals, or aren't cohesive.Yes, zombie apocalypse, necromancers, mummies, werewolfes, justice system have, in fact, little to do with original goal - better town maps. Whoa, who would guess??
Feature creep is what happens when things are implemented on a lark, or that have little to do with the original goals, or aren't cohesive.Yes, zombie apocalypse, necromancers, mummies, werewolfes, justice system have, in fact, little to do with original goal - better town maps. Whoa, who would guess??
Of course, all of these things were added to make towns interesting places to be- otherwise there would be no point to ever visit, let alone do interesting things there.
Feature creep is what happens when things are implemented on a lark, or that have little to do with the original goals, or aren't cohesive.Yes, zombie apocalypse, necromancers, mummies, werewolfes, justice system have, in fact, little to do with original goal - better town maps. Whoa, who would guess??
Of course, all of these things were added to make towns interesting places to be- otherwise there would be no point to ever visit, let alone do interesting things there.
Sewers, dungeons and catacombs populated with bandits and wild animals, as well as markets, were all within the scope of the stated release plans. Those would have been sufficient to make cities interesting, and we could have been exploring those features while Toady works on night creatures.
Ah, but what kind of catacomb lacks ravening hordes of the undead :P I should say I'm not suggesting that features haven't creeped, just that (most) of our feature creep has followed a logical, cohesive path, though not exactly the path he foresaw when making his release schedule. Deviating from that schedule is one of the joys of self-employment, methinks.
Do these vampires actualy fear or get burned by the sun? If they do, well, since fortress mode has no day night cycle (since times goes so fast in fortress mode it'd look real silly, like a flickering lightbulb), how will it work?
They probably don't or else they'd just burn on arrival :P
Quote from: SysiceWill sunlight always be a bad thing for vampires?
Right now it doesn't take things far from the classic models, so yeah. The most would be a variety that doesn't care. Anything more exotic has to wait until we can avoid the gray-goo effect of complete randomization through more careful exposition than we've got now. Sticking with archetypes makes that a little less necessary.
Is it planned to fix in this release bug 972 (Diplomat/liaison arrives, immediately dies of old age (and other old age issues)) to prevent automatic death of all mortal historic figures appearing in old forts?It is planned to fix the bugs. It is not planned at any particular time.
And is it planned to fix (in new version or following bugfixes) impossible mandates (slade - bug #782, blue jay tooth etc - bug #1623) due to strange preferences (wagon wood - bug #3676 etc) - as common workaround is to never assign sheriff position, what will be impossible in new version.
Is it planned to fix in this release bug 972 (Diplomat/liaison arrives, immediately dies of old age (and other old age issues)) to prevent automatic death of all mortal historic figures appearing in old forts?It is planned to fix the bugs. It is not planned at any particular time.
And is it planned to fix (in new version or following bugfixes) impossible mandates (slade - bug #782, blue jay tooth etc - bug #1623) due to strange preferences (wagon wood - bug #3676 etc) - as common workaround is to never assign sheriff position, what will be impossible in new version.
And if people got pissed there could be a fast-forward button (which wouldn't work quite as well in DF but w/e)
Hmm, is it just me or is the inconsistent time scales of fortress mode getting more and more ridiculous and suspension-of-disbelief shattering consequences?
That's precisely the problem; in most circumstances, DF is already running as fast as it can, so a "fast-forward" feature wouldn't be plausible.
Hmm, is it just me or is the inconsistent time scales of fortress mode getting more and more ridiculous and suspension-of-disbelief shattering consequences?
My understanding is that the timescales in DF exist as they do mostly for the sake of things like traders and invasions, which you otherwise might not see many of. But traders are being redesigned now/soon, and invaders are later (and, unless I'm mistaken, are already calculated weekly). So abandoning the slowed time is looking more viable. A fast forward in the sense of "more calculations per minute" isn't viable, but something like the current fastforwarding, where things like time, movement and work happen more quickly than is realistic is a viable option, I think. And an FPS cap toggle for those of us whose fortresses don't calculate at max speed could also be useful to that end.
Oh, right. I'm stupid.
Of course, that would mean you could, say, turn on "fortress time" to intentionally avoid the effects of things that rely on time-cycles that fortress time can't properly simulate.
Damn, why can't there be an actually good solution to this problem?
To admit... the only other way of doing it I can see is that Fortress mode runs the way it normally does. However when something vital happens the fortress shifts into real time with day and night cycles.
To admit... the only other way of doing it I can see is that Fortress mode runs the way it normally does. However when something vital happens the fortress shifts into real time with day and night cycles.
Except if you can switch time modes, either dwarves have to start moving 1/72 as fast (per tick) or start doing things 72 times as fast (in game-world time).
Also: There really is no "real time" here. I guess you could call Adventure Mode time "real time" because it's the more realistic of the two options, though.
Next I created a new world and started up a dwarven adventurer. Because dwarven sites on the world map are still blank, you start in a human village as usual. I walked day and night through the wilderness to get back to one of these blank sites and finally stumbled drowsily into the mountains, where it let me retire. I then created a dwarf fortress from the same civilization and waited for immigrants. It was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen... although he fell asleep on the edge of the map since it hadn't reset his drowsiness. Any dwarves from your abandoned fortresses should also show up in subsequent forts, whether originally historical or not, as long as you are with the same overall dwarven civilization.
I think it should be pointed out that generally DF doesn't use the Timescale to calculate stuff, instead it uses the ticks unit.
Toady, thanks for info.</sarcasm>Is it planned to fix in this release bug 972 (Diplomat/liaison arrives, immediately dies of old age (and other old age issues)) to prevent automatic death of all mortal historic figures appearing in old forts?It is planned to fix the bugs. It is not planned at any particular time.
And is it planned to fix (in new version or following bugfixes) impossible mandates (slade - bug #782, blue jay tooth etc - bug #1623) due to strange preferences (wagon wood - bug #3676 etc) - as common workaround is to never assign sheriff position, what will be impossible in new version.
I think it should be pointed out that generally DF doesn't use the Timescale to calculate stuff, instead it uses the ticks unit.
Not entirely true. Age, gestation periods, creature growth, and that sort of thing rely strictly on game-world time. Plant growth is also linked to time and the seasons. These things don't matter as much as trade does, but they do matter.
Can he be of other race than dorf?[/color]Probably not - but maybe as merchant?
I did say generally. My point was mostly that you can adjust the Timescale without breaking much. Timescale and ticks are pretty well separated that changes can be made to the scale to incorporate some more time. Some stuff might fall out of sync that rely on ticks, but are synced to game time (like eating/drinking). All the stuff that relies on the game time will still work and simply take longer to happen from the player's perspective. Some of this might need to be adjusted for balance purposes, if such a change was made.
Does the recent devlog mean that we can create a race with an adventurer-only caste, and have one of our adventurers of that caste show up? Does it prefer historical figures to generated?
It was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen
Also, will immigrants from other fortresses have the same list of preferences in the new fort as the old?
That implies that a historical figure's meta role isn't a factor, but it doesn't imply no weighting. It would make sense for personalities. To play into it.Does the recent devlog mean that we can create a race with an adventurer-only caste, and have one of our adventurers of that caste show up? Does it prefer historical figures to generated?
Based on this snippet from the devlog, it's picking randomly from the entire civ population with no special weighting:QuoteIt was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen
toady, do you have a roadmap or something similar to the devgoals for not ingame related stuff? i am specifically interested whether i could ever run dwarffortress directly in a terminal of my choice(urxvt in my case) since everyting is only ascii and text anyways.
running df on a remote server via ssh from my mobile phone and similar things would be really awesome
Deeper and deeper into the night. Join us, on a trek into terror. What could be creepier than the ghoulish, blood sucking freaks -- so evil they cannot bear the sun. Insidious, the more domesticated of their kind can pass for the living, sending their slaves to do their bidding after sunrise. Vampires are next on the list. Followed by angry ghosts and constructed monsters. The night will live undead.
Some of the styles of vampire will be able to pass for being alive, even maintaining their old positions for different lengths of time, and some of them won't be able to at all.
It looks like there is a randomized trait for vampires that makes them impossible to blend in dwarven society (for example, Nosferatu-like vampires). These "monster" vampires would try to blend in anyway? It isn't clear from the last devlogs.The impression I got from the devlogs was that currently, there are no "monster" vampire types, and ThreeToe's "storylet" was an ideal of what vampires could be capable of. Perhaps they weren't worth mentioning because they'd act much like werebeasts currently, running into the wilds and then attacking from their lairs, though.
I ask because you could have a world with only "monster" vampires and then lose the opportunity to have infiltrated vampires in your fortress.
The only way I can imagine monster vampires, who arn't just pure murderous monsters who psychologically could never hope to blend in, would be to hide their face.In some stories, particularly in the World of Darkness universe, the ugliest of vampires sometimes tend to live in the sewers and undercities, and are more beast than man in lifestyle. Seems like an appropriate extreme to me.
I mean... such things did actually happen where someone was so hopelessly disfigured that they were covered up and no one saw their face (such as some people who got Leprocy)
Toady, if you can give an announcement for any dwarf that nobody has seen in more than X amount of time without it taking up too many resources, that would be fantastic.
It would be amusing to make a hunter or miner that hasn't seen another one of your dwarves for a year or two be marked as missing, but that might be going too far, he he he.
It would be amusing to make a hunter or miner that hasn't seen another one of your dwarves for a year or two be marked as missing, but that might be going too far, he he he.I assume the Hunter will get seen by the rest of the fortress when he goes to return the meat to the stockpile and a miner will more than likely go and eat/drink back at the stockpiles as well (considering you haven't built mini-supply stations).
It would be pretty cool to have dwarves that disappear do so from the player's perspective as well. For instance, If a dwarf had his own supply of food/ drink down where he was digging, but he himself was never seen by any of the other dwarves, and therefore by you. you only notice that he's still alive because the stockpile he's using slowly goes down in qty. Concerned for your dwarf, you could send down the militia, who discovers him digging away, revealing him to the player.
overall, regardless of whether or not this could happen, having dwarves disappear in general is a great idea.
I have a few questions inspired by your mention of historical migrants:
1. Are all migrants historical figures, or are they still mostly generated on-the-spot?
2. What happens when your civ runs out of citizens? Or do historical migrants stop genning before then?
3. If something like the famous Cacame Apebalded incident happened, could you get elf migrants?
3b. I suppose this would count for non-dwarven adventurers as well.
4. Can the monarch migrate to your fortress if it houses most/all of the civ's population? (Which would require massive worldgen wars or something, but how unlikely is that?)
5. If that happened, would it count as a bug or an unintended feature? I can't imagine a monarch wanting to live in the Mountainhome after everyone else there is living at Fortressmurders or wherever.
#3 and possibly 2 and 5 might be kinda obvious, but I'm still interested.
(Okay, 5 might be a bit more than a few, but still...)
I have a few questions inspired by your mention of historical migrants:
1. Are all migrants historical figures, or are they still mostly generated on-the-spot?
2. What happens when your civ runs out of citizens? Or do historical migrants stop genning before then?
3. If something like the famous Cacame Apebalded incident happened, could you get elf migrants?
3b. I suppose this would count for non-dwarven adventurers as well.
4. Can the monarch migrate to your fortress if it houses most/all of the civ's population? (Which would require massive worldgen wars or something, but how unlikely is that?)
5. If that happened, would it count as a bug or an unintended feature? I can't imagine a monarch wanting to live in the Mountainhome after everyone else there is living at Fortressmurders or wherever.
#3 and possibly 2 and 5 might be kinda obvious, but I'm still interested.
(Okay, 5 might be a bit more than a few, but still...)
I have a few questions inspired by your mention of historical migrants:
-snip-
Cruxador already gave very complete answers to your questions when you asked them in the thread you posted to ask them. (http://www.bay12forums.com/smf/index.php?topic=95586.msg2721676#msg2721676)
If the starting seven can't be vampires they become fairly important individuals when it comes to testimony against others.
If the starting seven can't be vampires they become fairly important individuals when it comes to testimony against others.
That assumens that one of them was not converted to vampire later by imigrating vampire. Ideally, right after first wave.
If the starting seven can't be vampires they become fairly important individuals when it comes to testimony against others.
That assumens that one of them was not converted to vampire later by imigrating vampire. Ideally, right after first wave.
Well if the starting 7 included a Vampire... they probably wouldn't have survived the trip... that would have taken a week tops.
This idea, while interesting, could get sort of complicated. What if he has a few buddy miners down there who stay with him but the group never gets seen by other dwarves?
Let me just say, that having a dwarf who has not seen another dwarf for a full year is should be plenty eligible for being "Missing". Even miners and hunters come back for meals, after all. I wouldn't call someone THAT isolated being missing unreasonable or going overboard at all! You'd have to really WORK at it to trigger it, after all.
Will Vampires require periodic blood feeding, and if so, does it matter which species?
Quote from: jimi12How urgent is the need for a vampire to feed? Will they starve to death or grow weaker if they don't feed for a long time? Or is it more like a somemthing they are just driven to do without any real benefits to themselves other than filling their bloodlust?
Nothing special yet.
But that doesn't matter because you won't have to wait much longer.
All the same, the list grows shorter and it's exciting to be drawing close to the end of this process.
Quote from: Three ToeBut that doesn't matter because you won't have to wait much longer.Quote from: Toady OneAll the same, the list grows shorter and it's exciting to be drawing close to the end of this process.
Yes yes, yes yes yes yes. :|
periodic blood feedingAt first glance, I read that as "period blood feeding". That theoretically should be a possibility, but I doubt most of us would want to deal with it.
Hooray, it'll be right on time for Christmas :P
Hooray, it'll be right on time for Christmas :P
You know the world ends on the 21st according to the maya?
Hooray, it'll be right on time for Christmas :P
You know the world ends on the 21st according to the maya?
Isn't that supposed to be next year? If not, Toady better hurry, so we can all die happy.
Hooray, it'll be right on time for Christmas :P
You know the world ends on the 21st according to the maya?
That also made me think about animals and their superior senses being able to detectAFAIK only smell-related thing implemented in DF as of now is miasma.non-humannon-dwarven creatures masquerading as dwarves because they smell differently.
I wonder if assigning five war animals to every dwarf in your fort would give a vampire problems.
has anyone asked how common vampires will be in fort mode?
Toady: Any plans to add actual feeding for beasts in? Like instead of beasts leaving the corpses to rot, acting disinterested, they actually start eating the flesh away bit by bit leaving a skeleton or partly eaten corpse afterwards. Don't think this has been asked before.
I dont think every fort is going to get a vamp, or a lycan (cant forget the lycans kill folks now too), or necro sieges.
I dont think every fort is going to get a vamp, or a lycan (cant forget the lycans kill folks now too), or necro sieges.
Just out of curiosity, where exactly does the word "lycan" come from here? I've never seen that before except for one or two bad movies recently. Is that an established term or something?
I dont think every fort is going to get a vamp, or a lycan (cant forget the lycans kill folks now too), or necro sieges.
Just out of curiosity, where exactly does the word "lycan" come from here? I've never seen that before except for one or two bad movies recently. Is that an established term or something?
I dont think every fort is going to get a vamp, or a lycan (cant forget the lycans kill folks now too), or necro sieges.
Just out of curiosity, where exactly does the word "lycan" come from here? I've never seen that before except for one or two bad movies recently. Is that an established term or something?
Mmmm plus it should really be therians (from therianthropy, i.e. lycanthropy for animals beyond just wolves).
Don't you mean shapeshifting?Its like 4:30am for me.
Toady: Any plans to add actual feeding for beasts in? Like instead of beasts leaving the corpses to rot, acting disinterested, they actually start eating the flesh away bit by bit leaving a skeleton or partly eaten corpse afterwards. Don't think this has been asked before.
Pets used to eat. It made them worthless. If it goes back in, there has to be more meat. Dogs ate bones and it didn't help much. The livestock also ate plump helmets instead of grazing. I'd like them to eat, but there need to be a lot of changes. If dogs also ate chunks it might help enough. I'd rather add more game elements than model it.
Quote from: jimi12will only herbivore animals be eating now or will carnivores and omnivores be hunting or scavenging meat?
I'm starting with just the grazers. I'm not sure how I want to handle the others.
Is there a racist tag in cultural values?
n.b. communities being exclusive to 'strangers' or being extremely un-fond of irrellevant features, such as beards or being tall.
probably.
But I meant it as a variable value.
10- Evil bastards - only exceptionally good humoured people will speak to you, unless money is involved. Prices for outsiders will always be higher than insiders are charged. Keep an eye on your backpack at all times!You forgot "15 - Kill these
As a measure a being friendly and helpfull to strangers and especially to those that look/behave differently than the norm.
Something like:Spoiler (click to show/hide)
Since you brought it up, as a jew, I'd love to see homicidal racism in DF.
In any case, it would be interesting to be able to set race relations (which would be a form of those things mentioned in above posts) beyond the ethics settings. To see two carravans come in at the same time that utterly hated each other and thus started fighting. Or were capable of starting a fight if two people with just the right personalities came too close to one another... as would happen at a trade depot. Of if a particular adventurer would get shunned at certain civ cities or treated unfairly or, again, if in a unfriendly city and getting too close to someone with a particular personality who would then pick a fight, which could escalate into a mob chasing you. Dunno if anything like that is planned. Might even happen naturally with the personality rewrite.
A thought occurs: How will lycanthropy interact with moods? I think transformed dwarfs will probably be unable to mood, but what happens if a lycanthrope dwarf is mooding when the full moon (or whatever triggers the transformation) occurs?
(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Yay! Interface improvement!Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
Yay! Interface improvement!Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
What date was this dev log posted? oO
Yay! Interface improvement!Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
What date was this dev log posted? oO
Yay! Interface improvement!Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
Yay! Interface improvement!And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
Thanks!Yay! Interface improvement!Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves
And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.
Yay! Interface improvement!And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves.
edit: fixing quote
Yay! Interface improvement!And, more importantly, no more scrolling up past every single thing that's ever died to get a look at your siege.Quote from: devlog(...) I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing). (...)
Such a little change makes things so much easier!
No more scrolling through 120 dwarves and 200 livestock animals just to see what sort of wildlife you currently have.
Please more little things like this Toady!
While he is on it, he could create more categories: one for each class of professions, one for active dwarves and other for "no job" dwarves.
edit: fixing quote
subcategories maybe? something like a toggle option the stockpiles have for woodcutters/miners/cheese makers/ect on the citizen page, or the other page sorted with hostile/caravan/ect.
sounds somewhat useful
Let the ideas flowing, every small idea improving on the interface while taking few coding time from Toady is great.
Let the ideas flowing, every small idea improving on the interface while taking few coding time from Toady is great.
I have several ideas improving an interface that would take less than a hour each to implement, most have been posted somewhere already, yet none made it into the game. I would happily code them myself if it was possible, but unfortunately it is not.
The most important one being:
Remember the last material used for construction and select it automatically when building another construction!
I have several ideas improving an interface that would take less than a hour each to implement
Been a while since I've been on the DF forum.Autosave doesn't quit. Other than that, I doubt it. It's not something I've heard of anyone caring about.
I'm just wondering, will there ever be a "Save and continue", or "Save and don't quit", or "Save and keep going!" button?
Even if it pauses once it finishes saving, in case you left the room, having to press 'space' once is far preferable to having to load up again entirely.
Been a while since I've been on the DF forum.Autosave doesn't quit. Other than that, I doubt it. It's not something I've heard of anyone caring about.
I'm just wondering, will there ever be a "Save and continue", or "Save and don't quit", or "Save and keep going!" button?
Even if it pauses once it finishes saving, in case you left the room, having to press 'space' once is far preferable to having to load up again entirely.
He asked for "save and don't return to the main menu", not "don't save and return to the main menu".Been a while since I've been on the DF forum.Autosave doesn't quit. Other than that, I doubt it. It's not something I've heard of anyone caring about.
I'm just wondering, will there ever be a "Save and continue", or "Save and don't quit", or "Save and keep going!" button?
Even if it pauses once it finishes saving, in case you left the room, having to press 'space' once is far preferable to having to load up again entirely.
It is called permadeath, a convention of the roguelike genre. Autosave is to avoid to lose everything because of a crash. You aren't supposed to use it after you lose. Though it is a single player game, so anyone can does as it best pleases them.
From what I can tell, he wants a manual autosave, as it were.He asked for "save and don't return to the main menu", not "don't save and return to the main menu".Been a while since I've been on the DF forum.Autosave doesn't quit. Other than that, I doubt it. It's not something I've heard of anyone caring about.
I'm just wondering, will there ever be a "Save and continue", or "Save and don't quit", or "Save and keep going!" button?
Even if it pauses once it finishes saving, in case you left the room, having to press 'space' once is far preferable to having to load up again entirely.
It is called permadeath, a convention of the roguelike genre. Autosave is to avoid to lose everything because of a crash. You aren't supposed to use it after you lose. Though it is a single player game, so anyone can does as it best pleases them.
"Manual autosave" is a confusing oxymoron. He wants a save without returning to the main menu.From what I can tell, he wants a manual autosave, as it were.He asked for "save and don't return to the main menu", not "don't save and return to the main menu".Been a while since I've been on the DF forum.Autosave doesn't quit. Other than that, I doubt it. It's not something I've heard of anyone caring about.
I'm just wondering, will there ever be a "Save and continue", or "Save and don't quit", or "Save and keep going!" button?
Even if it pauses once it finishes saving, in case you left the room, having to press 'space' once is far preferable to having to load up again entirely.
It is called permadeath, a convention of the roguelike genre. Autosave is to avoid to lose everything because of a crash. You aren't supposed to use it after you lose. Though it is a single player game, so anyone can does as it best pleases them.
Which wouldn't make the permadeath feature obsolete, by the way, as it would still save upon death/quit as well. But an option to save when I want to would be great (for example, if I designate my whole living quarters level in early spring, I always fear the game will crash before summer and I'll have to do it over again).
"Perma-death" might as well be synonymous with "perma-decisions" as well. A "Save and Continue" option would encourage save-scumming, otherwise known as the practice of dicking around with little consequence because you can always roll back to a previous save.
"Perma-death" might as well be synonymous with "perma-decisions" as well. A "Save and Continue" option would encourage save-scumming, otherwise known as the practice of dicking around with little consequence because you can always roll back to a previous save.
...but what he is proposing won't change the permadeath nature. At least not to any notable degree, given that if you're really anal about save scumming, you can do so anyway. As long as you still save on exit, the only difference it will make is shaving the 30s or so of loading time off between saves. It just makes life easier for those with unstable builds such as Tweakd.
the accuse button will send a dwarf straight to the punishment phase.
Quote from: 'Devlog'the accuse button will send a dwarf straight to the punishment phase.
I can't imagine how abuse prone this is going to be.
A mandate eh? Murderer!
Without trials etc., which we aren't going to spend time on (and it's hard to get lots of specific dwarves in the same spot at the same time, so I'm not sure we'll ever get to that in any proper way in a fortress), the accuse button will send a dwarf straight to the punishment phase.
...the accuse button will send a dwarf straight to the punishment phase.
the accuse button will send a dwarf straight to the punishment phaseI hope this works even on "innocent" dwarves!
QuoteWithout trials etc., which we aren't going to spend time on (and it's hard to get lots of specific dwarves in the same spot at the same time, so I'm not sure we'll ever get to that in any proper way in a fortress), the accuse button will send a dwarf straight to the punishment phase.
To be truthful, I found this a little disheartening. Considering the game's far-reaching long-term goals, I'd think that a framework allowing for dwarves to organize events/get together would be necessary, much less something that won't likely ever happen.
Actually i dont think "trials" with a ton of dwarfs need to be done. Just send the inquisitor and the hammerer after the Criminal was seized by the fortress guard. A modern justice system is nice and dandy (althought still prone to abuse in most variants) but wasnt that common. On the other hand the actuall punishment was often a big party - i mean beer, snacks and bodyparts flying off? Its like the superbowl!
I don't think it is all that modern or uncommon, though I'm not up on things enough to say what was common for commoners in different eras. But yeah, the issue is getting say 8 specific dwarves in the same place at the same time, while still allowing them to eat, drink and sleep and without having the loss of labor be a large issue. I think it's a difficult problem on the fortress time scale. The current squad activities don't generally require total attendance. Perhaps if they were provided beverages by servants and could subsist on alcohol throughout the trial...
I don't think it is all that modern or uncommon, though I'm not up on things enough to say what was common for commoners in different eras. But yeah, the issue is getting say 8 specific dwarves in the same place at the same time, while still allowing them to eat, drink and sleep and without having the loss of labor be a large issue. I think it's a difficult problem on the fortress time scale. The current squad activities don't generally require total attendance. Perhaps if they were provided beverages by servants and could subsist on alcohol throughout the trial...
Well, most players seem to have issues with too many idlers / huge surplus of dwarven labor / keeping dwarves busy. I do not see gatherings like court sessions to be issue, but rather one of things that mature fort is supposed to be able to handle without fun consequences.
Quote from: 'Devlog'the accuse button will send a dwarf straight to the punishment phase.
I can't imagine how abuse prone this is going to be.
A mandate eh? Murderer!
I don't know. Falsely accusing people is bound to get a few penelties.
Namely unhappy thoughts.
I don't think it is all that modern or uncommon, though I'm not up on things enough to say what was common for commoners in different eras. But yeah, the issue is getting say 8 specific dwarves in the same place at the same time, while still allowing them to eat, drink and sleep and without having the loss of labor be a large issue. I think it's a difficult problem on the fortress time scale. The current squad activities don't generally require total attendance. Perhaps if they were provided beverages by servants and could subsist on alcohol throughout the trial...It kind of sounds to me that the inn/tavern framework would at least help with the providing beverages and food thing.
Given that, on the rare occasion I actually appoint a sheriff, it's usually the weakest, most incompetent dwarf I can find (lest the beatings turn into massacres), I can see it becoming a problem if every sheriff sent to take down the vampire becomes the next victim.
...give you the ability to level an accusation. Without trials ... the accuse button will send a dwarf straight to the punishment phase.
A few questions about the new Report Crime job.
Do dwarves just stop/finish their current task and report the crime or will they ever attempt to intervene? For instance, will Urist McLegendary+5Miner go find the sheriff or will Urist McVampire become Urist McBrainShatteredViaExtremePickination? On a related note, what about pets? If Urist McVictim has a pet Giant Cave Spider, does Peter McParker watch his owner get drained or does it defend him?
New bug: Murder committed in dining room. Sheriff is surrounded by 200 dwarves all trying to report the same murder. It takes a year to resolve the reports, by which time half the fortress has starved to death, suffered alcohol withdrawal, or gone berserk.
This doesn't need to be a bug, it could be quite realistic and dramatic if it depends on the dwarfs personality!New bug: Murder committed in dining room. Sheriff is surrounded by 200 dwarves all trying to report the same murder. It takes a year to resolve the reports, by which time half the fortress has starved to death, suffered alcohol withdrawal, or gone berserk.Werebeast transforms and kills a dwarf. The werebeast changes back and reports the murder. When questioned they report themselves as the murderer.
Was gonna say, not a bug, a feature! Especially if he has guilty unhappy thoughts regarding the transformation.This doesn't need to be a bug, it could be quite realistic and dramatic if it depends on the dwarfs personality!New bug: Murder committed in dining room. Sheriff is surrounded by 200 dwarves all trying to report the same murder. It takes a year to resolve the reports, by which time half the fortress has starved to death, suffered alcohol withdrawal, or gone berserk.Werebeast transforms and kills a dwarf. The werebeast changes back and reports the murder. When questioned they report themselves as the murderer.
It may be interesting to see ghost reporting murders.
It may be interesting to see ghost reporting murders.
Curious now whether a ghost could report his own murder...
It may be interesting to see ghost reporting murders.
Curious now whether a ghost could report his own murder...
If I remember correctly ghosts can only report their own murder in the case of ear poisoning.
Right now that wouldn't be necessary, since the devils cannot assume a pleasing shape.It may be interesting to see ghost reporting murders.
Curious now whether a ghost could report his own murder...
If I remember correctly ghosts can only report their own murder in the case of ear poisoning.
I lol'd. Just think, with the taverns update we may have performances/plays, with which to catch the conscience of the King!
Right now that wouldn't be necessary, since the devils cannot assume a pleasing shape.It may be interesting to see ghost reporting murders.
Curious now whether a ghost could report his own murder...
If I remember correctly ghosts can only report their own murder in the case of ear poisoning.
I lol'd. Just think, with the taverns update we may have performances/plays, with which to catch the conscience of the King!
Attributes are supposed to impact performance at various tasks, but according to my testing impact of attributes on quality of products is completely unimportant compared to skill. There is no noticeable difference between "legendary carpenter with a boundless creative imagination" and "legendary carpenter (with average creativity)". Is it intended?
Unless you're into tentacles I guess...That entire quote chain is about Hamlet.
There is something I don't grasp with the ear-poisoning. Is it a Hamlet reference ?
It may be interesting to see ghost reporting murders.
Curious now whether a ghost could report his own murder...
If I remember correctly ghosts can only report their own murder in the case of ear poisoning.
I lol'd. Just think, with the taverns update we may have performances/plays, with which to catch the conscience of the King!
Does the other dwarf report this (fell mood) as a crime or are the only crimes recognized those that involve vampires/werewolvesI bet that fell mood will be handled as usual.
Well, we know from the Devlog that a ghost appearing will inform the Sheriff that a dwarf is dead,I do not see in devlogs anything about ghosts reporting to sheriff. Only that dwarves will know that one of them is dead, when ghost appears. Your intepretation, while not contradictiory, is too specific and thus have low chance to be actually true.
will the dwarf that witnesses his death report the vampire, or just that the dwarf has died?Depends. It should be relatively simple to remember indirect reason of death, but remebering both causes (vampire attack and later bleeding to death) and that dorf witnesses both events will be harder. This will get complicated fast when dorf on his way moves through moving upright spikes. Or get goblin arrow. Or get mauled by badger. Or whatever. Now he bleeds for zilion reasons. So... probably dorf will report direct reason of death (or even only that he is dead, Jim) and thats it.
Also, what happens when there are multiple attackers? Does only the person that strikes the final blow count, or can multiple attackers get reported?Again, depends how much work was done programming this. I assume for now that only one person at once can be reported.
Well, we know from the Devlog that [the fact of] a ghost appearing will inform the Sheriff that a dwarf is dead,I do not see in devlogs anything about ghosts reporting to sheriff. Only that dwarves will know that one of them is dead, when ghost appears. Your intepretation, while not contradictiory, is too specific and thus have low chance to be actually true.
and test out the new hammerer
Speaking of family heirlooms, will adventurers ever be able to start with them?
Wait, adventurers will be able to have families? Awesome!Speaking of family heirlooms, will adventurers ever be able to start with them?
In Dwarf Talk, Toady has spoken about your Adventure's children being able to use your old equipment. So in that way, yes.
Wait, adventurers will be able to have families? Awesome!Speaking of family heirlooms, will adventurers ever be able to start with them?
In Dwarf Talk, Toady has spoken about your Adventure's children being able to use your old equipment. So in that way, yes.
How long will that feature last before it gets removed due to people beating their spouses to death with their kids' bodyparts?
Wait, you can still butcher mermaids? O.oOf course. They're not worth some ungodly high price any more, though.
Well, I believe they're also sentient, so not without modding. It's against the dwarves morals.Or maybe even intervention of angry goods.
Likewise, a character probably wouldn't be able to beat his wife to death with his childrens bodyparts without being shun by his community, at least in the final product.
Well, I believe they're also sentient, so not without modding. It's against the dwarves morals.Or maybe even intervention of angry goods.
Likewise, a character probably wouldn't be able to beat his wife to death with his childrens bodyparts without being shun by his community, at least in the final product.
The hammerer is now an appointable position from the beginning...
QuoteThe hammerer is now an appointable position from the beginning...
Does this mean the royal guard is gone, or will the hammerer promote into it like the sheriff does as the captain of the guard with the fortress guard?
Son, I present to you our prized family heirloom passed down from and named by the very first hammerer... 'The Pillows of Softness' the peasant crafted, low quality, featherwood hammer.
In the latter case, you can send a military detail with him.Son, I present to you our prized family heirloom passed down from and named by the very first hammerer... 'The Pillows of Softness' the peasant crafted, low quality, featherwood hammer.
I'm thinking of a situation where your hammerer is assigned both the "beat the craftsmen who didn't fulfill a mandate" detail and the "execute the depraved and powerful vampire who has been feeding on peasants" detail. Equipment becomes a bit of a dilemma.
This new hammerer might actually solve the problem of doctors never getting any practice and losing skills.I have never had that problem.
I have never had that problem.
Son, I present to you our prized family heirloom passed down from and named by the very first hammerer... 'The Pillows of Softness' the peasant crafted, low quality, featherwood hammer.
I'm thinking of a situation where your hammerer is assigned both the "beat the craftsmen who didn't fulfill a mandate" detail and the "execute the depraved and powerful vampire who has been feeding on peasants" detail. Equipment becomes a bit of a dilemma.
Son, I present to you our prized family heirloom passed down from and named by the very first hammerer... 'The Pillows of Softness' the peasant crafted, low quality, featherwood hammer.
I'm thinking of a situation where your hammerer is assigned both the "beat the craftsmen who didn't fulfill a mandate" detail and the "execute the depraved and powerful vampire who has been feeding on peasants" detail. Equipment becomes a bit of a dilemma.
The new hammerer sounds fun, but do we have any news on the new dungeon master?Dungeon master to tame vampires, werewolves and necromancers? I like the way you think.
The new hammerer sounds fun, but do we have any news on the new dungeon master?Presumably it waits for either the proper bugfix, or until entity positions like the "official hammerer" are "a priority within the larger framework again".
Well, considering the newist post, how long will we have before people start modding in super-solder syndromes to infect your dwarves with by a increadably complicated way?
What? No it's not. Better therianthropy stuff has been in the new version for months. Where the hell have you been?Well, considering the newist post, how long will we have before people start modding in super-solder syndromes to infect your dwarves with by a increadably complicated way?
Nah its just not worth it yet. We dont have syndromes that turn pants purple yet.
On another note: Lengthening teeth?! Wow thats the first step towards real bodypartmorphing and better were-creatures. I love it!
I have been reading the devlogs thank you ;) . I meant the transformation on itself not the endproducts. Like growing a tail, claws etc. life on screen. I want to hit those monstrous bastards in the middle of the transformation. I hate it when they go "*poof* and now i am a werewolf" in a flash of light and smoke or worse yet doing it offscrene. This also gives the peasent the chance to realise that s/he is fucked.I don't think there's any intermediate states in this either. Toady mentioned that body parts could be different sizes relative to each other a long time ago.
Also i guess that vampires will get a ton of teeth enlargement spam.
I'm not sure if this has been asked before, but why not release a compiled development version so that we can know exactly what and how the new features are being implemented? This way, we can help find any bugs you may have missed that are not in the latest stable release and you can get better feedback on the new features you are currently working on.I think the answer to that question is because the things on his list are the things he knows need to be NOT broken when he finally releases it. As in, game breakers and other extreme problems that he already knows are wrong with it, and that would generate more complaints than praise if he were to release it.
Just give us a new release is what I'm saying.
So about the justice rewrite: will dwarven justice eventually be like in Liberal Crime Squad (http://www.bay12games.com/lcs/) where the appointed judge reads a list of charges, lawyers and witnesses can be called to aid in convincing the jury, and the judge can determine what punishment best suits the verdict?
QuoteWithout trials etc., which we aren't going to spend time on (and it's hard to get lots of specific dwarves in the same spot at the same time, so I'm not sure we'll ever get to that in any proper way in a fortress), the accuse button will send a dwarf straight to the punishment phase.
To be truthful, I found this a little disheartening. Considering the game's far-reaching long-term goals, I'd think that a framework allowing for dwarves to organize events/get together would be necessary, much less something that won't likely ever happen.Actually i dont think "trials" with a ton of dwarfs need to be done. Just send the inquisitor and the hammerer after the Criminal was seized by the fortress guard. A modern justice system is nice and dandy (althought still prone to abuse in most variants) but wasnt that common. On the other hand the actuall punishment was often a big party - i mean beer, snacks and bodyparts flying off? Its like the superbowl!
I don't think it is all that modern or uncommon, though I'm not up on things enough to say what was common for commoners in different eras. But yeah, the issue is getting say 8 specific dwarves in the same place at the same time, while still allowing them to eat, drink and sleep and without having the loss of labor be a large issue. I think it's a difficult problem on the fortress time scale. The current squad activities don't generally require total attendance. Perhaps if they were provided beverages by servants and could subsist on alcohol throughout the trial...
I'm going to move on to the final town cleaning now.
Quote from: Toady OneI'm going to move on to the final town cleaning now.
The release is in sight!
Quote from: Toady OneI'm going to move on to the final town cleaning now.
The release is in sight!
Unless he is handling more then towns.
I wonder if Toady has indicated when on the Caravan Arc adding NPC Mountainhomes happens.Current plan for those is the army arc, along with the other site types.
For my part, I only hope that this final stretch draws to a close around Friday
2011-09-13: (http://bay12games.com/dwarves/#2011-09-13)Quote from: devlogI still have a page of issues for each of the new night creatures, and six and a half pages for the cities/markets/underground, in addition to the animal stuff.
The night creatures areaboutdone, which puts us at 4 of 11 pages completed. (http://www.bay12forums.com/smf/index.php?topic=92741.msg2691490#msg2691490) Current prediction:Feb 27, 2012March 1, 2012. Of course, Toady might blow through the city notes and postpone stuff.
09/13 - 09/21 werewolves 8 days
09/21 - 10/06 necro/zombies 15 days
10/06 - 10/21 mummies 15 days
10/21 - 11/06 vampires 16 days
average 49/4 = 12.25 days
cities pages = 6.5
6.5 * 12.25 = 79.625 days at average rate
6.5 * 8 = 52 days at fastest (werewolf) rate
6.5 * 16 = 104 days at slowest (vampire) rate
(All of which are more optimistic than Footkerchief's date, which worries me. He isn't often wrong...)And in general, when in comes to DF releases, the actual date tends to be later than the least optimistic prediction.
Code: [Select]09/13 - 09/21 werewolves 8 days
09/21 - 10/06 necro/zombies 15 days
10/06 - 10/21 mummies 15 days
10/21 - 11/06 vampires 16 days
average 49/4 = 12.25 days
Not trying to quibble over numbers, but is 49 the correct total? I get 54 as the total from your numbers, although since vampires were just finished yesterday, I count them as 24 days, bringing the total to 62 and the days-per-page to 15.5. I also counted sponsorship animals as a half-page for a total of 11 pages. But yeah, it's all pseudoscience and I suspect Toady will try to get through the city notes faster.
Not trying to quibble over numbers, but is 49 the correct total? I get 54 as the total from your numbers, although since vampires were just finished yesterday, I count them as 24 days, bringing the total to 62 and the days-per-page to 15.5. I also counted sponsorship animals as a half-page for a total of 11 pages. But yeah, it's all pseudoscience and I suspect Toady will try to get through the city notes faster.
Oof, yeah, you are right about the total AND the end of the vampire list being yesterday. Turns out I can't add OR read (my excuse? Will flu do? That's the excuse I usually use for work)... The new figures give 23th feb for the average speed deadline and a horrifying 19th april for the slowest speed deadline.
New table:Spoiler (click to show/hide)
Thanks for spotting that, I like my pseudoscience to be accurate (its no fun otherwise). Including sponsorship animals was a good idea too - the last segment seemed to take 5 or so days but it was interspersed with normal development so its hard to get exact numbers. A half-page of notes seems like a good approximation for that.
Whenever it does get released, I imagine it's going to feel like it's been longer than it really has been from this point forward. This is because I can't imagine that the devlog is going to be updated very much between now and the release. We've burned through the things Toady is viewing as fun, and he tends to log about things that he finds are fun to code. As we're entering a slog, I doubt we're going to get nearly as many devlog reports.
This isn't a complaint, more of a "this is how it will likely happen" type of post.
even a human style village with all the dwarves/elves in the inns would be preferableYou can already get that in your game very easily. Just go into entity_default in the raws and change the site tokens for dwarves and elves to [DEFAULT_SITE_TYPE:CITY] and [LIKES_SITE:CITY], or copy and paste the appropriate lines from the human's civ. Except I don't think anyone has inns yet.
you really think it could take him HALF A YEAR to finish cleaning up the towns? I don't see the justification for that based on coding in Vampires and Werewolves etc. Also, who's to say that each monster was a full "page" of notes? What defines a page? Were the things that were feature creep on the pages? Or were those separate pages? There's really not much to base that on, is there? It seems like there isn't a large font of info to make predictions like this on. Or at least there's not much depth to it other than a few casual mentions by Toady.
I dunno, it seems like a pre-Christmas release to me, if all that's left is the cleaning of towns like Toady seems to have implied.
Whenever it does get released, I imagine it's going to feel like it's been longer than it really has been from this point forward. This is because I can't imagine that the devlog is going to be updated very much between now and the release. We've burned through the things Toady is viewing as fun, and he tends to log about things that he finds are fun to code. As we're entering a slog, I doubt we're going to get nearly as many devlog reports.
This isn't a complaint, more of a "this is how it will likely happen" type of post.
Yeah, pretty much. I'm privately hoping for Thanksgiving (idealistic, I know :P) but barring any particularly amusing bugs I foresee a dearth of devlogs.
Have you actually used a book in adventure mode combat?
Will we be able to mod in book-making with this kind of tracking in Dwarf Mode? I already have modded reactions that use bindings and pages of different materials, but I'd like to know if I'll be able to get the game to track them.
Any plans for hereditary curses? "Your family shall suffer for seven generations" seems like a pretty common tropes, and it would be funny to see babies spontaneously combust because their parents had a nasty run-in with a mummy two years ago.
Also, and I know this isn't the question anyone wants to read, but is there are roadmap to the next release? Like, right after the mummies and tombs? Or is there another thing after the Mummies before release?
Is it possible in the new version to link powers to a particular job skill? Such as giving elven druids some psudo-magical curses, or shapeshifting?
Will non-vampire migrants also be drawn from historical figures? If a vampire adventurer retired in a human town in a Human Fortress-playable world, could that adventurer migrate to a player fortress? I'm asking about human towns since dwarf settlements are presumably still a broken feature.
Does the Justice revamping mean that the bug with baron-appointed nobles e.g. the hammerer will be fixed?
How extensive will the Justice rewrite be this time? Will the new tweaks only apply to "witch-hunts" for vampires/werecreatures, or will it also apply to failed mandates/tantrum-related crimes?
Will it be possible to actually choose to 'feed' your vampire-dwarf, possibly establishing them as your ruler?
And will dwarven vampires be able to feed on enemies, like goblins and kobolds? Or, for that matter, tame animals?
How will a blood-drinking vampire murder be announced? Will it be obvious who the attacker was?
Toady considering the world's cultures. Where do you think Mummies will go with that in consideration?
Quote from: AluWhat happens if a vampire was unmasked? Is it possible to keep him after a non-lethal punishment? And does he try to behave after he was punished? Like, only drinking blood from animals or volunteers from that point and stuff?Quote from: hoveringdogIf the sheriff is sent to punish a suspected vampire, and the accusation proves true, will the vampire passively accept punishment or fight back? Will there come a point where it's obvious that the dwarf is a vampire and can be targeted as an enemy through the squads menu or will it always remain a matter of civil justice?
How does a being decide to assume an identity, and when does it decide to abandon the ruse?
Do these vampires actualy fear or get burned by the sun? If they do, well, since fortress mode has no day night cycle (since times goes so fast in fortress mode it'd look real silly, like a flickering lightbulb), how will it work?
They probably don't or else they'd just burn on arrival
Is it planned to fix in this release bug 972 (Diplomat/liaison arrives, immediately dies of old age (and other old age issues)) to prevent automatic death of all mortal historic figures appearing in old forts?
And is it planned to fix (in new version or following bugfixes) impossible mandates (slade - bug #782, blue jay tooth etc - bug #1623) due to strange preferences (wagon wood - bug #3676 etc) - as common workaround is to never assign sheriff position, what will be impossible in new version.
I'm curious as to whether you've thought seriously about procedurally generated poetry and text, and the depth of complexity you'd hope to have in each, and your goals, both in regards to their practicality to the player for things such as trade or gathering information (more "artistic" or "well-written" texts being worth more, divine texts being useful to gain an idea of a god's sphere alignments, poetry/warsongs giving the player an idea of the elves' gracefulness or the goblin's brutishness) for any procedurally generated texts - unless these were all elaborate in-jokes I failed to get
Does the recent devlog mean that we can create a race with an adventurer-only caste, and have one of our adventurers of that caste show up? Does it prefer historical figures to generated?
Quote from: Rip0kSo If an adventurer shows up in my fortress, will he bring all the stuff I've gathered in his backpack? Can he be of other race than dorf?Quote from: RockphedToady, how does immigrating to a new fortress affect things like artifact creation? Can my smith who was possessed in my last fort immigrate and get a fey mood in a new fort, or will he be billed as "creator of libushtastic" even though said artifact is still moldering in the halls of the old fortress?
Also, relating to the question about adventurers and backpacks, will immigrants from old forts be wearing the same thing they were when the fort was abandoned?
It looks like there is a randomized trait for vampires that makes them impossible to blend in dwarven society (for example, Nosferatu-like vampires). These "monster" vampires would try to blend in anyway? It isn't clear from the last devlogs.
What happens if the player sees a dwarf's corpse before any of your dwarves do? Do unannounced corpses show up on the stocks screen?
How will vampire blood and the eventual potion system interact? Will a draught of blood be prepared like a potion and dwarves will choose to drink it or not on the same system? Do you picture doing anything special there when you eventually implement this stuff?
Did you get Scamps a halloween costume?
Will it be possible that a member of the starting seven is a vampire before embark? Will vampires check the population of a fort before emigrating? Can another vampire come to a fort if one is already present? Will the lying skill be used for claims and counter-claims of vampirism and will it provide skill xp? If unmasked do vampires have an option between fleeing off map and fighting to the death (their own or the forts)?
Will vampires have a different bite attack than regular dwarfs? Or will they have more levels in biting? Will different werebeasts have different skills, such as werecabybaras being excellent swimmers?
If you retire an adventurer on a mountainhome (currently an empty plot) then that adventurer can become a migrant. Does this mean your elf or human adventurer can retire on a mountainhome and become a fortress mode migrant? And as a sub question, if your adventurer retires on a site of a different civ or species, will that adventurer be able to migrate, or do they need to be on the specific civ site?
How will lycanthropy interact with moods?
Will you leave the magic debug button in as an init option?
Does this mean that the player must take action, or will the sheriff eventually mete out justice on his own (like now) based on the information available to him at the time (say, after a week or so)?
What happens if the only witness dies on the way to the sheriff?
Is it planned to make vampires init/worldgen option?
Will a dwarf's personality have an impact on reporting a crime like feeding/recovering wounded does? In other words, will a dwarf who loves chaos get a bad thought for upholding the system by reporting it while a dwarf who loves stability and order gets a happy thought?
Second, do dwarves just stop/finish their current task and report the crime or will they ever attempt to intervene? For instance, will Urist McLegendary+5Miner go find the sheriff or will Urist McVampire become Urist McBrainShatteredViaExtremePickination? On a related note, what about pets? If Urist McVictim has a pet Giant Cave Spider, does Peter McParker watch his owner get drained or does it defend him?
Can Dwarves be sentenced to death dirrectly now instead of the usual many strikes?
Will we be able to summarily order the execution of anyone we wish?
With this "J'accuse!" button,
1) you can accuse anyone or only those dwarves who have decent evidence against them?
2) What happens if you accuse an innocent dwarf? angry dwarf friends?
3) Is there such a button for every commited/noticed/reported crime? or is it a generic button to accuse a dwarf of a certain crime.
4) Will there be more random/mandate crimes now? e.g. Consumption of sewerbrew is forbidden.
Are all murders perpetrated by vampires? Or can a natural dwarf just decide to murder someone s/he doesn't like if s/he has appropriate personality traits, etc? Or would a dwarf only kill another dwarf in the context of a tantrum, as is the case now?
Is this complete rewrite, or extension of current justice system?
Toady, does a witness to a murder only ascribe cause if they see the actual blow being struck? As in, if I had a dwarf get attacked on his own (say by a vampire, for instance), but he manages to escape to a populated area only to die of his wounds, will the dwarf that witnesses his death report the vampire, or just that the dwarf has died?
Also, what happens when there are multiple attackers? Does only the person that strikes the final blow count, or can multiple attackers get reported?
Say that two dwarves are walking down a hall and another dwarf near them lets out a roaring laugh, fell and terrible, before striking down one of the two and dragging off the corpse to the nearest workshop. Does the other dwarf report this as a crime or are the only crimes recognized those that involve vampires/werewolves?
Does this mean the royal guard is gone, or will the hammerer promote into it like the sheriff does as the captain of the guard with the fortress guard?
Is the hammerer still going to need a hammer, or will he improvise if no hammer is available? Can we set his weapon/equipment preference in the military screen?
From the dev log, it sounds like you're done with Justice. You haven't mentioned implementing the Grudge mis-accusations that you earlier said you planned on, though. Did you just not mention them, are they going in soon, or did you change your mind? What about a converse situation with friends of the murderer being the only witness(es)?
Can interactions be applied to weapon attacks?
If I don't get to mandates, and I probably should sometime, they can be raw-snipped, but there should be a healthy number of bugs eliminated during the next bug fixing round.:D
I'm sure there are a zillion other things, but I'm not sure what you are getting at. Did you have something in mind?
Quote from: MephansterasWill we be able to mod in book-making with this kind of tracking in Dwarf Mode? I already have modded reactions that use bindings and pages of different materials, but I'd like to know if I'll be able to get the game to track them.
I still haven't tested it, but I think you should be able to do this through modding. Getting writing to appear on the pages is another matter, as that's not something that happens yet outside of the specific world gen cases.
I am guessing we won't have the kind of vampires who can take 50 hammer blows.
I am guessing we won't have the kind of vampires who can take 50 hammer blows.
But 50 adamantine crossbow blows...
At this moment, the player must take action on murders and tantrum crimes if you want somebody punished. If you are the official will of the fortress, the sheriff shouldn't take an official action without your approval, I suppose. It could be fair to automate that with a sort of "after two weeks, pick the one with the most witnesses, if any" kind of thing, but that would still leave crimes to deal with where the course of action isn't clear. We were thinking about having mob incidents occur if you leave crap sitting around for too long, but I didn't get there, and I'm not sure anything like that should happen without an active move from the player in the wrong direction or if you were to explicitly turn some future automation off and then not do something about a crime that has 8 witnesses or something.
I am guessing we won't have the kind of vampires who can take 50 hammer blows.
But 50 adamantine crossbow blows...
Unless the vampire has a material weakness to adamantine...
That would actually be the perfect situation. Then you can have the Hammer hammer normals with the adamantine crossbow/hammer and they'd be fine, but a vampire would have its head explode.
Honestly I would like someone expert in the laws of physics to determine how effective it would be to hit someone with a pole like object that has almost no mass but with near supernaturally strong durability and hardness (with absolutely NO flexibility).
I still think an adamantine hammer to the head would still hurt quite a bit.
Honestly I would like someone expert in the laws of physics to determine how effective it would be to hit someone with a pole like object that has almost no mass but with near supernaturally strong durability and hardness (with absolutely NO flexibility).It would be in practice probably a little more than directly punching him.
What future feature are you most "exited/Proud" about?
What future feature are you most "exited/Proud" about?
My personal bet is Release 5, as I recall in one of the DF Talks he mentions that it will "test the premise of the entire game, that you could have all these systems running simultaneously" [paraphrased]
I think that's Release 5 on the list, though I've become more recently inclined to think birth/death/succession/personality rewrite should be pushed forward so the world will be alive. I should get to the heart of the game at some point before several more years pass.
Honestly I would like someone expert in the laws of physics to determine how effective it would be to hit someone with a pole like object that has almost no mass but with near supernaturally strong durability and hardness (with absolutely NO flexibility).It would be in practice probably a little more than directly punching him.
And yay, my first response directly from Toady!
The evil monster part doesn't really bother them as much as it should at present, and the vampire stands up and takes its punishment. A hammering is difficult to survive, but should it happen, then the punishment is served and the community naively assumes the convict is reformed.UristMcGuard: Alright, Vlad, we have found another bloodless corpse which brings us back to a talk we had last week. Your reluctance to review your behavior saddens me. You know I've tried persuasion, beating, imprisonment but I give up, maybe 20 hammerstrikes will teach you the ways of a good dwarf.
Attributes are supposed to impact performance at various tasks, but according to my testing impact of attributes on quality of products is completely unimportant compared to skill. There is no noticeable difference between "legendary carpenter with a boundless creative imagination" and "legendary carpenter (with average creativity)". Is it intended?
It's definitely not intended for all attributes to affect every job. The idea is that each labor benefits from a subset of attributes. Did you try testing any others?
ummm....am i the only one who's curious if adventurers can be bitten and turned into Vampires/werefill-in-the-blanks?
or....was that already talked about before, and i'm just being oblivious like i always am? :(
ummm....am i the only one who's curious if adventurers can be bitten and turned into Vampires/werefill-in-the-blanks?
or....was that already talked about before, and i'm just being oblivious like i always am? :(
I'm pretty sure adventurers can turn into vampires if they drink the blood of a vampire they kill. And getting mauled by a werebeast and turning into one seems like it can happen, you just need to survive the mauling. I don't remember if there is a quote from Toady, but Footkerchief can probably find it if it exists.
ummm....am i the only one who's curious if adventurers can be bitten and turned into Vampires/werefill-in-the-blanks?
or....was that already talked about before, and i'm just being oblivious like i always am? :(
I'm pretty sure adventurers can turn into vampires if they drink the blood of a vampire they kill. And getting mauled by a werebeast and turning into one seems like it can happen, you just need to survive the mauling. I don't remember if there is a quote from Toady, but Footkerchief can probably find it if it exists.
Sweeto. :3
Thanks for the answer. ^^
Quote from: GamerlordIt is possible for adventurers to become necromancers/werebeasts/vampires, right? Or at least recruit a necromancer to join you?
At the moment it is possible as an adventurer to become a werebeast (and probably a vampire). Haven't decided if we will fit in necromancers. The necromancers you meet will all be hostile at this point.QuoteQuote from: SerrationalWill were-creatures be possibly undead?Quote from: ChronasCan undead get syndromes/curses?
The vamps can't be vamped and the weres can't be wered, but everything else looks technically legal now. I'm not sure what situations can actually arise though. Weres go nuts, so they don't have opportunities to become undead really. I think a vamp could get wered during a were attack though, or if the vamp decides to become a monster slayer in world gen and screws up. In world gen, I think that would make the vampire go nuts, in which case it would attack on the full moons, as a werebeast that also has the vampire properties I suppose. And then it could attack your fortress.
However, this is because the werecurse is very lax about passing on right now. It just needs a non-were who can learn. If it also checked living status or something, it wouldn't be catching for vamps. Right now an intelligent rock man could get wered. Dunno what I want, but that last is a little or a lot weird.
Quote from: piecewiseWill the game have certain curses take precedent over others? Ie, if I get bitten by a vampire and then by a were-moose, will I transform into a blood sucking moose man every full moon? If I raid a tomb is it possible that I'll find an undead necromancer vampire were-axolotl?
It doesn't allow some combinations. Right now it allows for a vampire werebeast, which is strange, and may or may not be allowed. I don't think any of the werebeasts are strictly aquatic, but if I screwed that up I'm sure we'll see it when it happens.
Probably a little less because of the extremely low inertia of the rod.Honestly I would like someone expert in the laws of physics to determine how effective it would be to hit someone with a pole like object that has almost no mass but with near supernaturally strong durability and hardness (with absolutely NO flexibility).It would be in practice probably a little more than directly punching him.
The adamantine head has almost no momentum. With adamantine knuckles this wouldn't matter too much, because you still have the mass of your entire arm behind it, but there is nothing behind the head. The rod is orthogonal to the momentum, so little to no energy from your body can be transferred through the impact. The head will probably just bounce back and the target will feel hardly anything.
The adamantine head has almost no momentum. With adamantine knuckles this wouldn't matter too much, because you still have the mass of your entire arm behind it, but there is nothing behind the head. The rod is orthogonal to the momentum, so little to no energy from your body can be transferred through the impact. The head will probably just bounce back and the target will feel hardly anything.The head won't bounce back, because it's rigid.
The head won't bounce back, because it's rigid.
You won't get the benefit of a swinging weight at the end, but you can still impart any force that you could with your hands. Depending on the surface area it would be like either a paddle or a rod, made of hollow steal. Armor would make it feel more like a paddle.
It's definitely not intended for all attributes to affect every job. The idea is that each labor benefits from a subset of attributes. Did you try testing any others?
According to the wiki, Creativity (http://df.magmawiki.com/index.php/DF2010:Attribute) may or may not be supposed to impact carpentry. The part that doesn't support creativity being linked to carpentry seems to be based on this post by Toady (http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312). So a test with a stonecrafter may be better suited to see whether creativity (and as such, any attribute) impacts performance.
You still don't get the benefit of any sort of follow-through because you're relying entirely on the stored momentum at the end of the lever, not any additional momentum from, say, your own body. That momentum/kinetic energy is all you get. This is why very light hammers are a bad idea, but a very light dagger works well.
This is not true for the reasons stated above. A punch (or stab) carries with it the momentum of your own body, as well as continuously applied force from yourself continuing to push your body forward; you're putting your weight and momentum into it. A "swing" of a sword, mace, hammer, etc. only imparts the momentum imparted to the head of the weapon by the swing.
It's definitely not intended for all attributes to affect every job. The idea is that each labor benefits from a subset of attributes. Did you try testing any others?
According to the wiki, Creativity (http://df.magmawiki.com/index.php/DF2010:Attribute) may or may not be supposed to impact carpentry. The part that doesn't support creativity being linked to carpentry seems to be based on this post by Toady (http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312). So a test with a stonecrafter may be better suited to see whether creativity (and as such, any attribute) impacts performance.
"creativity skills: all crafts, trapping, cheesemaking, cook, architecture, organization, lying, comedy" I believe that carpentry is a craft (note that carpentry is not mentioned in linked post, moreover there is a very, very small but noticeable impact for completely unskilled workers)
Mendoza
You'll have to be 35 times faster to get the same impact from an Ada hammer(0.23) as from a steel (7.8) one. That would be the equivalent of a projectile, I guess. :/
Also, with such low densities/speeds, air friction will also become a major factor.
Of course, DF also doesn't properly slow down a weapon due to its weight. Silver hammers should be kind of terrible, because of the fact that having a heavier-than-normal hammer isn't quite an advantage; you swing more slowly and more clumsily with less maneuverability, therefore there's less energy behind the blow. Past a certain point, there's simply no advantage to adding more weight, or else iron hammers would just be made with more iron to begin with.
Once you get a heavier weapon Block it becomes tougher and tougher to "reset" your weapon. As you need to use more and more strength just holding on.My point was that the awkwardness and inertia of the weapon inversely correlates to the strength and skill of the user. I think it's reasonable to assume that a legendary hammerdwarf would be able to hit harder with a platinum hammer than with a copper one. Realistically, this would still mean a relative loss of maneuverability, parrying ability, and an increase of time between attacks, but a capable hammer user would be able to do more damage per hit with a heavier weapon, and a dwarf that is twice as strong would probably not be hindered by a weapon that's 15% heavier. I concede that something impossibly heavy like a slade hammer would be difficult to wield simply because of the immense effort needed to overcome its inertia and get it moving.
As well often the danger isn't keeping the weapon moving after it misses. Sometimes the danger is moving the weapon after it hits.I know; every bit of force that is applied to the target is spent in the attack. In real life this wouldn't be as much of an issue because a solid hit would probably stun or knock back the victim enough that the attacker would have plenty of time to recover, and a glancing blow would not slow the hammer as much. It could be dangerous in a melee with multiple foes due to the vulnerability while recovering from a swing, though.
Daggers are different, yes. The main objective there is to cut.The head won't bounce back, because it's rigid.
You still don't get the benefit of any sort of follow-through because you're relying entirely on the stored momentum at the end of the lever, not any additional momentum from, say, your own body. That momentum/kinetic energy is all you get. This is why very light hammers are a bad idea, but a very light dagger works well.QuoteYou won't get the benefit of a swinging weight at the end, but you can still impart any force that you could with your hands. Depending on the surface area it would be like either a paddle or a rod, made of hollow steal. Armor would make it feel more like a paddle.
This is not true for the reasons stated above. A punch (or stab) carries with it the momentum of your own body, as well as continuously applied force from yourself continuing to push your body forward; you're putting your weight and momentum into it. A "swing" of a sword, mace, hammer, etc. only imparts the momentum imparted to the head of the weapon by the swing.
Since the Hammerer is coming back, I thought I'd ask this question:It's a little bit easier with the pasture areas. I set up a pasture area right where my soldiers train and assign the prisoner to that. Still complicated if you want to disarm an opponent first though.
Do you think it's possible that we'll see prisoner executions in the future? IE, if we have a caged Goblin in a stockpile, would we be able to 'mark it' for execution? This would make life a lot easier than it is now, where we have to disarm prisoners in sort of a hacky-way, then build the cage/mechanisms. It would also give the Hammerer a useful purpose in between punishing dwarves for crimes.
Since the Hammerer is coming back, I thought I'd ask this question:It's a little bit easier with the pasture areas. I set up a pasture area right where my soldiers train and assign the prisoner to that. Still complicated if you want to disarm an opponent first though.
Do you think it's possible that we'll see prisoner executions in the future? IE, if we have a caged Goblin in a stockpile, would we be able to 'mark it' for execution? This would make life a lot easier than it is now, where we have to disarm prisoners in sort of a hacky-way, then build the cage/mechanisms. It would also give the Hammerer a useful purpose in between punishing dwarves for crimes.
BTW, if you want Toady to answer a question change the question's text to green.
I've looked through the dev stuff and the stuff Toady One wrote, but I didn't find anything that directly addressed this... Maybe it's been asked already, I don't know. Anyway...
I have a couple questions.
1. Will vampires always submit willingly to their punishment when discovered and accused, or will they "transform" - i.e. gain extra strength, tooth length, etc - when threatened? Or will they possibly discretely attempt to flee the map when found out, coming back later with a new disguise?
2. Similarly, will convicted criminals have the option of going (temporarily) berserk and trying to defend themselves against the hammering/beating?
I know that, I was meaning to ask if it would always stay that way. I'll change it to be clearer.I've looked through the dev stuff and the stuff Toady One wrote, but I didn't find anything that directly addressed this... Maybe it's been asked already, I don't know. Anyway...
I have a couple questions.
1. Will vampires always submit willingly to their punishment when discovered and accused, or will they "transform" - i.e. gain extra strength, tooth length, etc - when threatened? Or will they possibly discretely attempt to flee the map when found out, coming back later with a new disguise?
2. Similarly, will convicted criminals have the option of going (temporarily) berserk and trying to defend themselves against the hammering/beating?
Last answers, he said no, they stand still and take it like a dorf.
Oh! Yes, he said he was planning on changing it.Fast response. :) I like it. Didn't even finish editing. All right, if this question has already been answered, should I de-green?
Mendoza
You'll have to be 35 times faster to get the same impact from an Ada hammer(0.23) as from a steel (7.8 ) one. That would be the equivalent of a projectile, I guess. :/
Also, with such low densities/speeds, air friction will also become a major factor.
Mendoza
You'll have to be 35 times faster to get the same impact from an Ada hammer(0.23) as from a steel (7.8 ) one. That would be the equivalent of a projectile, I guess. :/
Also, with such low densities/speeds, air friction will also become a major factor.
Kinetic Energy = Mass*Velocity Squared
The adamantine hammer only has 1/34th of the kinetic energy at the same velocity, yes, but it does not need to move 34 times faster to direct 34 times as much kinetic energy, it only needs to move the root of 34 times faster, slightly less than 6 times, which is doable...once....probably.
The head won't bounce back, because it's rigid.
Kinetic Energy = Mass*Velocity Squared
The adamantine hammer only has 1/34th of the kinetic energy at the same velocity, yes, but it does not need to move 34 times faster to direct 34 times as much kinetic energy, it only needs to move the root of 34 times faster, slightly less than 6 times, which is doable...once....probably.
Just one thing I noticed about vampires and sunlight: How about having them automatically cave-adapted? Although, some of the historical migrants probably should also be cave adapted then.
I know it doesn't change your point in any way but I'd like to correct your mistake nonetheless. :)Mendoza
You'll have to be 35 times faster to get the same impact from an Ada hammer(0.23) as from a steel (7.8 ) one. That would be the equivalent of a projectile, I guess. :/
Also, with such low densities/speeds, air friction will also become a major factor.
Kinetic Energy = 1/2*Mass*Velocity Squared
The adamantine hammer only has 1/34th of the kinetic energy at the same velocity, yes, but it does not need to move 34 times faster to direct 34 times as much kinetic energy, it only needs to move the root of 34 times faster, slightly less than 6 times, which is doable...once....probably.
With these new upgrades to the city systems, how close are we to having a 'Retire' option, where instead of abandoning the fort, you give it to the gameworld to control, allowing you to, say, start a new fort and trade with the old one?
With these new upgrades to the city systems, how close are we to having a 'Retire' option, where instead of abandoning the fort, you give it to the gameworld to control, allowing you to, say, start a new fort and trade with the old one?It is planned to have living world after halting worldgen. I suspect this will be just continuation of worldgen in background (so size of world starts to matter in fortress mode), only it will be affected by player decisions. And how close... um, few years?
Will silver bullets/arrows instantly kill werebeasts? :DIf RNG gods will be kind. Material weakness are randomized.
With these new upgrades to the city systems, how close are we to having a 'Retire' option, where instead of abandoning the fort, you give it to the gameworld to control, allowing you to, say, start a new fort and trade with the old one?It is planned to have living world after halting worldgen. I suspect this will be just continuation of worldgen in background (so size of world starts to matter in fortress mode), only it will be affected by player decisions. And how close... um, few years?Will silver bullets/arrows instantly kill werebeasts? :DIf RNG gods will be kind. Material weakness are randomized.
Quote from: LoSboccacchow much random is material weakness? right now the fortress and the adventurer are severely limited on what materials are usable for smelting weapons or available to purchase at shop.
It always uses weapon materials right now.
Will pottery and waxworking be moodable skills in the upcoming version?There's no reason to assume that he touched those specific industries, so odds are pretty low.
Will pottery and waxworking be moodable skills in the upcoming version?There's no reason to assume that he touched those specific industries, so odds are pretty low.
No, if he'd made artifacts happen in worldgen he doubtless would have said. Especially since it would almost certainly entail making strange moods happen in worldgen.Will pottery and waxworking be moodable skills in the upcoming version?There's no reason to assume that he touched those specific industries, so odds are pretty low.
Hasn't he made it so furniture/weapons/crafts/etc in world gen are actually built instead of just spawned randomly now? Seems like that would be touching upon skills in a way. I don't remember if artifacts can be built yet though...
No, if he'd made artifacts happen in worldgen he doubtless would have said. Especially since it would almost certainly entail making strange moods happen in worldgen.Will pottery and waxworking be moodable skills in the upcoming version?There's no reason to assume that he touched those specific industries, so odds are pretty low.
Hasn't he made it so furniture/weapons/crafts/etc in world gen are actually built instead of just spawned randomly now? Seems like that would be touching upon skills in a way. I don't remember if artifacts can be built yet though...
Will item creation eventually get into Legend of Mana (http://lparchive.org/Legend-of-Mana/Explanations%205/) levels, where you can add materials into existing weapons and armor to enhance them (ex. add a coating of adamantine on silver warhammers to drastically increase their durability) and certain combinations of materials will add intrinsics to items?
Actually this question's more for Footkerchief to see because he can search the forum better than I can and I'm not sure if this question was already asked by someone else
Quote from: FootkerchiefQuote from: diefortheswarmQuestion about adamantine weapons.
If you wanted to make an adamantine hammer, you could make a hollow adamantine shell and fill it with molten lead. This would be a very effective weapon! Will we be able to do anything like this in the foreseeable future?
I could have sworn this exact idea came up before, but I couldn't find much. Anyway, it basically depends on whether/when Toady implements a system for multi-component or multi-material items. <quote about multi-material items>
Yeah, I remember it coming up before as well, at least as somebody's offhand remark, and yeah, we need some more backing in the code but it's definitely something that dwarves would want to do, assuming they don't have some weird ethics regarding mixing adamantine with stuff. I think at some point there was a rule against improving adamantine items or improving with adamantine, but that might be long gone.
There's some trickiness with items that are actually made from multiple materials. Things like studding aren't as much of a problem, since the "improvements" on leather items can handle this. But a lot of the in-game items should actually have several materials just for their basic structure, and it becomes harder to account for them. Armok I played with making items up from components, but that was sort of a mess. On the other hand, I'd want to avoid going through all the hassles of fully respecting a half-leather/half-metal item (with respect to things like weight and temperature effects) if I'm just going to flesh it out more later. So, I dunno. I have to think more about what items will be like if I change it. Something like how it keeps track of threads and dyes might work for quite a long time (I think you can change the material of a bucket handle right now for instance), but certain items really don't have one main material, which is the problem.
I cant seem to find any posts on this, though it seems like it should have been answered before and I'm just missing it. Can dwarfs fight back while being fed on and do vampires avoid military/strong dwarfs? I'd hate to lose my militia commander to the weird guy nobody likes. If they can fight back what skills dictate whether they'll wake up? Will it be an awareness thing, or just a struggle when they are bitten?We don't have information on that yet. This would be a good thing to green.
I cant seem to find any posts on this, though it seems like it should have been answered before and I'm just missing it.
Can dwarfs fight back while being fed on and do vampires avoid military/strong dwarfs? I'd hate to lose my militia commander to the weird guy nobody likes. If they can fight back what skills dictate whether they'll wake up? Will it be an awareness thing, or just a struggle when they are bitten?
Edited for greenening
Also, while this is rather off-topic, and not green-worthy really:
When is blood going to fade away correctly, and not spread everywhere all the time?
If the blood thing isn't changing, and a well gets contaminated by vampire blood (say by the sheriff after he executes him, or by a survivor of a fight when the vampire did not), will that make vampires, or does the blood need to be pure?From the Dev Log, with the Arena test, he had to make his adventure lick the blood, a fair amount before he became infected. So, it seems like Vampirism, has to be digested for it to spread like that. And contamination sprawl can get on food.
Actually, he's said that while he intends vampires to be procedurally generated in the future, for now there's just one kind.
Which makes me think of a question:
Toady, while you aren't making varieties of vampires and other undead monsters NOW, have you included the framework for expanding them in the future? Can we mod in additional types of vampirism ourselves? If so, are they "whole package" or did you make the framework for random parts in the curse/secrets system?
Actually, he's said that while he intends vampires to be procedurally generated in the future, for now there's just one kind.Huh? Last I checked, he did say that there were different vampire types, just that the differences are very big (for instance, there are no monstrous type vampires yet). Similar for the animated dead.
Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?By my understanding: They aren't actually transforming, they're just assuming a role. The thing with teeth elongating while they feed is separate. Their physical properties remain unchanged, thus the blood still carries the appropriate properties to transform others.
Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?By my understanding: They aren't actually transforming, they're just assuming a role. The thing with teeth elongating while they feed is separate. Their physical properties remain unchanged, thus the blood still carries the appropriate properties to transform others.
No. There are disguised ( http://en.wiktionary.org/wiki/disguise ), not transformed into different creature.Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?By my understanding: They aren't actually transforming, they're just assuming a role. The thing with teeth elongating while they feed is separate. Their physical properties remain unchanged, thus the blood still carries the appropriate properties to transform others.
But what Toady says is that the blood doesn't have any properties that makes it transform except that it is linked to the historical figure who happens to be a vampire. While they are disguised, if they bleed blood of the disguise, would it stop them from transforming others?
No. There are disguised ( http://en.wiktionary.org/wiki/disguise ), not transformed into different creature.Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?By my understanding: They aren't actually transforming, they're just assuming a role. The thing with teeth elongating while they feed is separate. Their physical properties remain unchanged, thus the blood still carries the appropriate properties to transform others.
But what Toady says is that the blood doesn't have any properties that makes it transform except that it is linked to the historical figure who happens to be a vampire. While they are disguised, if they bleed blood of the disguise, would it stop them from transforming others?
A chart would be useful here.No. There are disguised ( http://en.wiktionary.org/wiki/disguise (http://en.wiktionary.org/wiki/disguise) ), not transformed into different creature.Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?By my understanding: They aren't actually transforming, they're just assuming a role. The thing with teeth elongating while they feed is separate. Their physical properties remain unchanged, thus the blood still carries the appropriate properties to transform others.
But what Toady says is that the blood doesn't have any properties that makes it transform except that it is linked to the historical figure who happens to be a vampire. While they are disguised, if they bleed blood of the disguise, would it stop them from transforming others?
Yes. But Toady has ALREADY SAID that if the vampire is not an important historical figure, and gets culled, the blood of it does not work. So will it, as it stands, display the blood as if it were from a vampire (and allow you to identify it) or as the disguisee and allow you to become a vampire or as the disguisee and not turn you into a vampire?
U V
T ? X
N ? -
Further, which blood does he bleed when disguised as Urist?
I was doing some trading and craft making, and a thought occured to me:
Will the ability to make toy stuffed animals ever be implemented, and if so, what list would be used for this? Also, do dwarves make their stuffed animals just out of cloth and silk, or also leather and stone?
The idea of plush forgotten beasts amuses me.
I was doing some trading and craft making, and a thought occured to me:
Will the ability to make toy stuffed animals ever be implemented, and if so, what list would be used for this? Also, do dwarves make their stuffed animals just out of cloth and silk, or also leather and stone?
The idea of plush forgotten beasts amuses me.
Did those exist back then?
No. There are disguised ( http://en.wiktionary.org/wiki/disguise ), not transformed into different creature.Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?By my understanding: They aren't actually transforming, they're just assuming a role. The thing with teeth elongating while they feed is separate. Their physical properties remain unchanged, thus the blood still carries the appropriate properties to transform others.
But what Toady says is that the blood doesn't have any properties that makes it transform except that it is linked to the historical figure who happens to be a vampire. While they are disguised, if they bleed blood of the disguise, would it stop them from transforming others?
Yes. But Toady has ALREADY SAID that if the vampire is not an important historical figure, and gets culled, the blood of it does not work. So will it, as it stands, display the blood as if it were from a vampire (and allow you to identify it) or as the disguisee and allow you to become a vampire or as the disguisee and not turn you into a vampire?
Why mountain caves are placed only on the borders of mountains?Presumably because the inner mountains are semi-off-limits.
Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?We know that the disguised vampires retain their other abilities and just repress those that would betray them outside of combat (maybe they just repress their speed, maybe they use the creature definition to determine how they should act). Thus, it is most likely that all of the interaction effects apply, including the transformative abilities of their blood. Whether they actively transform dwarves in your fortress is an interesting question, but I suspect we'd have heard about that.
Apparently rag dolls (http://en.wikipedia.org/wiki/Rag_doll) existed as far back as 300BC. Not quite stuffed animals, but the idea has existed before the cut-off point.Will the ability to make toy stuffed animals ever be implemented, and if so, what list would be used for this? Also, do dwarves make their stuffed animals just out of cloth and silk, or also leather and stone?Did those exist back then?
Dwarven plushies would be stuffed with gravel (or just chunks of granite) however.Oh I dunno, glass and metal bars seem reasonable too.
Dwarven plushies would be stuffed with gravel (or just chunks of granite) however.Oh I dunno, glass and metal bars seem reasonable too.
Now that some crimes can be hidden, will it be possible to kill (accidentally of course) an entire caravan and not have the civilization know (and start war) as long as you left no survivors?
are there any plans to add multi-tile foliage/piles within the current release series?Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
are there any plans to add multi-tile foliage/piles within the current release series?Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
A few? Isn't the current prediction somewhere on the order of two decades?are there any plans to add multi-tile foliage/piles within the current release series?Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
'Few' is relative. In DF it means around 0,1 and 0,4 TLs (Toady-Lifetimes)A few? Isn't the current prediction somewhere on the order of two decades?are there any plans to add multi-tile foliage/piles within the current release series?Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
Current prediction is two decades until 1.0. I'd imagine that the current stuff could be done in only a little more than half that.A few? Isn't the current prediction somewhere on the order of two decades?are there any plans to add multi-tile foliage/piles within the current release series?Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
Current prediction is two decades until 1.0. I'd imagine that the current stuff could be done in only a little more than half that.A few? Isn't the current prediction somewhere on the order of two decades?are there any plans to add multi-tile foliage/piles within the current release series?Current plan is they'll go in when the elves get their cities, which will be some time during army arc. So a few years from now.
Those are supposed to delineate the plots for different purposes. A small town that just got a market will essentially use the village code I'm getting to. It just also has the market, a keep (because we have a profusion of those), and a few specialized workshops. They all use the manorish map system, which isn't ideal since there should be other kinds of villages, but it isn't about having a road for wagons or something. It is just a boundary. The larger towns will also use the village stuff for the plots remaining open.
eg: http://www.designsofwonder.com/images/MapImages/plan_mediaeval_manor.jpg
I noticed in World 1 that there was a road leading to a Goblin Tower. Was this a conqured tower, can humans and goblins be at peace for enough time to construct a road or are wars just not considered when roads are built?
Will Elves construct roads or does that go against their ethics?
World 2, Town 1 (http://www.bay12games.com/dwarves/imgs/map2town1.png) seems to have a large section of walled-off city that... doesn't really contain much of anything. Is this intentional?
It isn't something I tried to stop, because of a historical map I saw with some farmland inside a wall much like this, but I do think it is kind of strange. I'm not sure they'd want to rebuild it that way the first time the outer buildings get burned, so I'm also not sure if it'll last up to the army stuff, but I'll have to look at more example images from history and whether the one I saw was a total anomaly. It should probably prefer to fill out the interior -- right now it just spills out buildings from the keep area.I'm not sure if it's a reliable historical reference, but I was reading "The Hunchback of Notre-Dame" and it had a section that told a little history about the architecture of Paris.
AFAIK it is quite typical big cities:QuoteIt isn't something I tried to stop, because of a historical map I saw with some farmland inside a wall much like this, but I do think it is kind of strange. I'm not sure they'd want to rebuild it that way the first time the outer buildings get burned, so I'm also not sure if it'll last up to the army stuff, but I'll have to look at more example images from history and whether the one I saw was a total anomaly. It should probably prefer to fill out the interior -- right now it just spills out buildings from the keep area.I'm not sure if it's a reliable historical reference, but I was reading "The Hunchback of Notre-Dame" and it had a section that told a little history about the architecture of Paris.
Basically, several times in the history of Paris, attempts were made to build walls to encompas the entire city. Most were relativelly unsuccessful, and those that were, were only successful for 50-100 years. The tactics to do this, were restricting the building outside city walls, and building another giant section of the wall extending way beyong the city. Eventually, the shops and houses got too crowded, and spilled beyong the walls, which triggered another round of wall building in a couple decades. But for a short period of time, there was empty space that was not filled with anything.
Basically, the moral of the story, is that a strong ruler wants to protect his city and commands a wall to be build around all the buildings in the city. Of course, he can fail depending on his personna and the layout of the city, but the desire to have some empty space is not an anomality. So as long the empty space you have is rare, or quickly fill up, the stuff you have there Toady, is totally legit. Of course, Threetoe probably knows about this more than I do, but I think it's totally legit.
I have to acknowledge you're smarter than I am in terms in time spent. However, I do wander if it is better to put three hyperlinks without explanation, or explain what and why without hyperlinks in terms of user-friendliness. What do you prefer more, Toady?AFAIK it is quite typical big cities:QuoteIt isn't something I tried to stop, because of a historical map I saw with some farmland inside a wall much like this, but I do think it is kind of strange. I'm not sure they'd want to rebuild it that way the first time the outer buildings get burned, so I'm also not sure if it'll last up to the army stuff, but I'll have to look at more example images from history and whether the one I saw was a total anomaly. It should probably prefer to fill out the interior -- right now it just spills out buildings from the keep area.I'm not sure if it's a reliable historical reference, but I was reading "The Hunchback of Notre-Dame" and it had a section that told a little history about the architecture of Paris.
Basically, several times in the history of Paris, attempts were made to build walls to encompas the entire city. Most were relativelly unsuccessful, and those that were, were only successful for 50-100 years. The tactics to do this, were restricting the building outside city walls, and building another giant section of the wall extending way beyong the city. Eventually, the shops and houses got too crowded, and spilled beyong the walls, which triggered another round of wall building in a couple decades. But for a short period of time, there was empty space that was not filled with anything.
Basically, the moral of the story, is that a strong ruler wants to protect his city and commands a wall to be build around all the buildings in the city. Of course, he can fail depending on his personna and the layout of the city, but the desire to have some empty space is not an anomality. So as long the empty space you have is rare, or quickly fill up, the stuff you have there Toady, is totally legit. Of course, Threetoe probably knows about this more than I do, but I think it's totally legit.
Rome walls google search: - http://nolli.uoregon.edu/wallsOfRome.html - at least 5 different attempts
Paris - http://en.wikipedia.org/wiki/City_walls_of_Paris ( http://en.wikipedia.org/wiki/File:Enceintesp.jpg )
Unfortunately it is obvious that road are pre-generated and ignore city size. Maybe pre-generating and hiding part of roads in villages/smaller towns may be interesting?
Unfortunately it is obvious that roads are pre-generated and ignore city size. Maybe pre-generating and hiding part of roads in villages/smaller towns may be interesting?
Those are supposed to delineate the plots for different purposes. A small town that just got a market will essentially use the village code I'm getting to. It just also has the market, a keep (because we have a profusion of those), and a few specialized workshops. They all use the manorish map system, which isn't ideal since there should be other kinds of villages, but it isn't about having a road for wagons or something. It is just a boundary. The larger towns will also use the village stuff for the plots remaining open.
eg: http://www.designsofwonder.com/images/MapImages/plan_mediaeval_manor.jpg
Is there some legend I could use to tell the intended purpose of all these buildings? In particular, what's with the cluster of red buildings in World 1 City 1?
Unfortunately it is obvious that roads are pre-generated and ignore city size. Maybe pre-generating and hiding part of roads in villages/smaller towns may be interesting?
It sounds like those aren't necessarily roads:Those are supposed to delineate the plots for different purposes. A small town that just got a market will essentially use the village code I'm getting to. It just also has the market, a keep (because we have a profusion of those), and a few specialized workshops. They all use the manorish map system, which isn't ideal since there should be other kinds of villages, but it isn't about having a road for wagons or something. It is just a boundary. The larger towns will also use the village stuff for the plots remaining open.
eg: http://www.designsofwonder.com/images/MapImages/plan_mediaeval_manor.jpg
Red is the butcher, green is plants, and brown are constructed goods from other cities.So it's a butcher a grocer, and a trader/hardware store? Are we going to get more specific in-period names for businesses that are used within the game?
So if a Were-dwarf dashes for the closest target during a full moon to attack. Will it be any target, including other Were-dwarves?Werecreatures of the same type are friendly to each other. Weres of differing types aren't.
Will mugs soon be weaponized?
Also keep in mind that we have declared that anything that is throwable by an adventurer is weaponizable. This means that every single item that can be held is weaponizable. This includes dead plants, refuse, stones, bodies, pebbles, armor, unbuilt furniture, cooked meals, [mugs], and anything else that is haul-able by a dwarf. So if you are looking for something that isn't weaponizable you are going to need to look into things that can't be carried by a dwarf, such as snow (which I think has come closest to winning), clouds, mist, or other more intangible things.
I assume this is a troll question, so just to troll you a bit more, I have the answer. It already is.Will mugs soon be weaponized?Also keep in mind that we have declared that anything that is throwable by an adventurer is weaponizable. This means that every single item that can be held is weaponizable. This includes dead plants, refuse, stones, bodies, pebbles, armor, unbuilt furniture, cooked meals, [mugs], and anything else that is haul-able by a dwarf. So if you are looking for something that isn't weaponizable you are going to need to look into things that can't be carried by a dwarf, such as snow (which I think has come closest to winning), clouds, mist, or other more intangible things.
From the 'A challenge' thread in Dwarf Mode discussion.
Why did you choose to only let body parts with a head or grasp be animatable by necromancers, and not all body parts or those with a stance (e.g. feet and legs)? It seems sensible to be able to raise someone's lower half.
I assume this is a troll question, so just to troll you a bit more, I have the answer. It already is.Will mugs soon be weaponized?Also keep in mind that we have declared that anything that is throwable by an adventurer is weaponizable. This means that every single item that can be held is weaponizable. This includes dead plants, refuse, stones, bodies, pebbles, armor, unbuilt furniture, cooked meals, [mugs], and anything else that is haul-able by a dwarf. So if you are looking for something that isn't weaponizable you are going to need to look into things that can't be carried by a dwarf, such as snow (which I think has come closest to winning), clouds, mist, or other more intangible things.
From the 'A challenge' thread in Dwarf Mode discussion.
Anything you can grasp in DF can be used as a weapon, from ballista bolts to dragon corpses.
Tales of adventurers dual wielding dragons are not unheard of :P
And also, does "waste" refer to land that's unused and thus wasted, or a dump?
Cities can have multiple layers of walls?Over the course of history? Yes. Simultaneously extant during adventure mode? Toady said he wasn't getting to that, some months ago when he did the walls. It requires ruin framework that isn't in yet.
Once again, we're left with no key, and thus little insight into what we're actually looking like.I'll go out on a limb and say that the striped plots are the crop areas, solid black is waste, solid brown the "pig yards", and dark green the woodlands. That leaves medium green and light green for meadows and pastures.
Cities can have multiple layers of walls?
I moved the questions on the new city maps etc. to the top for convenience.I guess it is possible that Toady might get to multiple walls with the current work, but he hasn't said anything. I also notice that the walls seem to invariably have three gates now, when the oldest maps had four gates.Quote from: JapaToady, will we be having cities that extend beyond the walls? or cities without walls?Yeah. It can handle multiple internal walls/gates (tested, but doesn't place any yet) while still managing a fairly decent building density, and it retains the old fields outside of smaller town maps (walls or not), though I might have to rewrite the field placement code to correspond to more manageable shapes that link in with the new system if the towns end up changing more over time after play begins. Right now the towns are very shrinkable/extendible, but fields are less so.
Okay.I don't think Toady's said that. I would guess it's instant.
How quickly is the wall scrapped? Does it tick over at year's end and suddenly the wall disappears?
Now, iirc, worldgen doesn't happen in either of the modes, does it?
So the state that the world's in, once you start playing, is the state it remains in.Barring player interference, yes. The world doesn't change independently of the player until Toady gets release 5 taken care of.
But what's the really red cluster of buildings by the keep in this town (http://www.bay12games.com/dwarves/imgs/w3town6.png)? another town has something similar but it's green. Are these the temples?That's a market. Red is meat, green is plants, and brown is foreign crafts. Temples are a kind of purple (seen here (http://www.bay12games.com/dwarves/imgs/w3town1.png), north-east of the keep and a biggish building in the south-west).
Will you be able to walk around in those town maps at some stage ?
ya but i wanna FAST TRAVEL through these huge cities
07/21/2011: I jumped in on the town travel map. It is used in place of the old travel map when you are in a city, since many of your moves on the old travel map would not match with the road network. A full-sized town on this map is 51x51 instead of 17x17, so it is zoomed in three times (I should have usable pictures in a few days). There's room to show a list of nearby shops/buildings/sewer entrances as well, and once we're done it should also be able to help you navigate to a specific known building of your choice on the other side of town.
07/26/2011: Here are a few preliminary pictures (day (http://www.bay12games.com/dwarves/imgs/site_travel.png), night (http://www.bay12games.com/dwarves/imgs/site_travel_2.png)). In the brown part with the paved white roads, you can only move along the roads themselves. In the green part you can walk anywhere, ignoring the lines. It isn't ready to navigate you to specific buildings at this point, just to show what's around you as you move.
07/27/2011: Here are a few more (three (http://www.bay12games.com/dwarves/imgs/site_travel_3.png), four (http://www.bay12games.com/dwarves/imgs/site_travel_4.png)). This shows the larger scale travel map instead of the building list, and then moving out into the forest to the point where the zoomed in city map vanishes.
Are there any pictures of the new cities/towns in the zoomed in city fast travel screen? Perhaps we could see one of the maps already shown compared to the in game city travel screen if it's not too much trouble.
Anyone else thinks that wall towers are placed too densely?
In my opinion it would look better with half as much of them.
The breeds I put in a while ago seem to be working, now that I can finally look at the animals -- the cats in the first town I looked at were all large and slate gray with dark brown ears.Are there going to be any gene variances (in cats) from inside a town, or is it going to be mostly one kind per town? Are there going to be any ways for animals to travel between towns besides trade? What are (will be) the triggers for a trade in these animals?
Actually for breeds to work in you just need the actually just the traits of a creature (and maybe some recessive genes as backup) so you can get actual breeds. I agree that tracking the linage would be cool but for the sake of keeping the memory-usage down just saving the data of the actual current existing individuals is sufficient.I was being facetious.
Well, we could use the framework for vampires to do the tracking of the lineage of the special animals. Say, a dog kills five goblins (however it does so), and has puppies. Those puppies would be listed as the historical figure dog's children, and so on.We already have lineage tracking for historical figures. We have for ages. The vampire framework is irrelevant to that.
Actually for breeds to work in you just need the actually just the traits of a creature (and maybe some recessive genes as backup) so you can get actual breeds. I agree that tracking the linage would be cool but for the sake of keeping the memory-usage down just saving the data of the actual current existing individuals is sufficient. Also i asume toady did some (gene-)pooling to cut down the memory even more althought this would also cut the genetic variance of the population. But these are only guesses and i also would like to hear the answer.
What would interest me is if and how the pet keeping species decide which traits they favour and want in a animal? I could see Humans for example keep atleast 3 kinds of horses 1 each for light and heavy cavalery and one as work-horse.
I'm just happy that every animal will no longer be a patchwork of colors, with "his fur on his front right paw is light blue, on his left paw+back paws it is tawny, on his ears is grey, on his upper body is brown, on his have is white, etc., etc."
Really enjoying these daily devlogs and the screenshots.
Hmm... With the Forgotten Beasts and Plains Titans, it seems to randomly pick a random creature, and add some random "flaws/upgrades" to it, possibly from other creatures.
Hmm... With the Forgotten Beasts and Plains Titans, it seems to randomly pick a random creature, and add some random "flaws/upgrades" to it, possibly from other creatures.
I'm wondering, with the current 'breeds' mechanic being worked on right now, if traits NOT in the creature's RAWs will eventually be able to show up in a specific breed of the creature, or at least extend/retract certain numbers beyond their normal limits. Say, you isolated a bunch of cats, and slaughtered certain ones, until one showed up with "bone protrusions on it's head", just little nubs of bone, and you bred them for that, until you have a breed of cats with small little blunt horns. Trade some of these out of the fortress, so that they end up in another town, and soon a human town has another population of horned tabbies. And then another, as they trade among themselves, and another. And then they bring some horned tabbies BACK.
Or Dogs with scorpion tails, or lions with blue (or pink) fur?
Basically, Will the Uninvited Guest's code governing variety somehow appear in the Breeds mechanic (even if scaled down)?
I'm just happy that every animal will no longer be a patchwork of colors, with "his fur on his front right paw is light blue, on his left paw+back paws it is tawny, on his ears is grey, on his upper body is brown, on his have is white, etc., etc."We don't know for certain that this is the case - Toady said his cats are grey with brown ears, but that could be happenstance as easily as it could be a code change. More easily even.
Toady, you ever going to take a look at odd river intersections, eg. the triangle as seen in world 1, near lake (http://www.bay12games.com/dwarves/imgs/map1_lake.png)?There are a lot of weird things about rivers that could stand to be improved.
They look terribly funny and not very realistic when encountered when playing, and a 4-intersections have disastrous results (http://mkv25.net/dfma/map-2155-crystalblockade).
Toady, you ever going to take a look at odd river intersections, eg. the triangle as seen in world 1, near lake (http://www.bay12games.com/dwarves/imgs/map1_lake.png)?The correct place to record your sighting is of course the triangular lake sighting internet site (http://www.satellitediscoveries.com/discoveries/triangles/main.html). Sorry; the internet never ceases to amaze me. (Apologies to those for whom the magic has worn off).
Toady, you ever going to take a look at odd river intersections, eg. the triangle as seen in world 1, near lake (http://www.bay12games.com/dwarves/imgs/map1_lake.png)?
They look terribly funny and not very realistic when encountered when playing, and a 4-intersections have disastrous results (http://mkv25.net/dfma/map-2155-crystalblockade).
I don't think the triangles are that unrealistic. Look at the interception of these two rivers near my home town here (http://g.co/maps/d5hra). When the rivers flood, then the top profile is nearly exactly a triangle.
I didn't get the point of your second link. I see one river that forms a waterfall into a lake below. Am I missing something?
Are there any plans for zoomed-in travel maps for player-made forts?
Not really a question for Toady, but I hope that Dwarven farming gets some revisions soon, because it's super strange seeing these authentically gigantic fields and pastures around NPC settlements and then founding a fort and being able to feed all 200 of your dwarves on a few 5x5 plots.
(...) the mud blends too much with the dirt roads here because the local soil is also brown.Perhaps use unvaried tiles for the dirt roads? Would make them look more like something man-made.
The answer, is a surprising yes. Fort Mode farming will be worked over... eventually. It'll probably also incorporate something with the outlying hill dwarfs, that aren't physically in your fort, but our a part of the fort overall.Not really a question for Toady, but I hope that Dwarven farming gets some revisions soon, because it's super strange seeing these authentically gigantic fields and pastures around NPC settlements and then founding a fort and being able to feed all 200 of your dwarves on a few 5x5 plots.
I came to post here for the first time in ages to say just this. I love the scale of the new fields for the farms in these recent maps. It would be cool if we needed a similar scale in our fields to feed the dwarfs in fortress mode. Space limitations for small embark sites wouldn't be a problem, as there are so many z-levels to work with.
No animals or people use the streets yet
Not really a question for Toady, but I hope that Dwarven farming gets some revisions soon, because it's super strange seeing these authentically gigantic fields and pastures around NPC settlements and then founding a fort and being able to feed all 200 of your dwarves on a few 5x5 plots.
I came to post here for the first time in ages to say just this. I love the scale of the new fields for the farms in these recent maps. It would be cool if we needed a similar scale in our fields to feed the dwarfs in fortress mode. Space limitations for small embark sites wouldn't be a problem, as there are so many z-levels to work with.
Oh yeah! Will echo the sentiments of all above, the livestock in the fields looks awesome. Who'd have thought an ASCII picture of pigs and poultry could turn my thoughts from Skyrim? But it has. :oQuote from: Procedural ToadyNo animals or people use the streets yet
I don't know if adventure mode uses the same pathfinding system as fortress mode but, does this mean that adventure mode will incorporate the fortress mode path-designation mechanic - say by auto assigning roads and paths a lower (or is that higher?) pathfinding weight? Could/would this be extended to all terrain in general?
There are some pigs and turkeys among the market stalls... I'm not sure why yet
On a more related note, Are there any plans to implement irrigation channels in appropriate biomes? Also, will there be farming related disaster in worldgen like locust swarms or salt buildup that cause an area to produce little to no food for a period of time or, in the case of salt buildup, become unfarmable due to improper/unsustainable farming habits?I'd say all of that fits under the Farming Improvements bullet on the dev page (http://www.bay12games.com/dwarves/dev.html):
Farming Improvements
Soil moisture tracking and ability to moisten soil (buckets or other irrigation)
Soil nutrient requirements for plants and nutrient tracking to the extent the farming interface can provide decent feedback for you, fertilizers can reflect this
Harvestable flowers and fruit growing on plants, ability to plant trees
Weeds
More pests
Are the animals in the villages/pastures owned by particular people or are they considered a part of the village entity - who gets angered when livestock is killed by an adventurer?
Townspeople in current and past versions of Adventure Mode already use roads and little dirt paths to travel around town. I'm guessing that the same code will be used for the new towns, although not sure what the implementation is. I doubt it's pathfinding weight. Maybe it does A* on the abstracted road map -- that's been proposed for Fort Mode, but the big problem there is figuring out which abstract nodes your start/end points are closest to. Adv Mode towns probably have a relatively small number of destinations that can easily be grouped by the nearest road intersection/terminus.
What do you mean about "all terrain in general"?
Hmm, perhaps rougher terrain should slow down people walking on it? Then it would actually be more efficient for dwarves to travel on a nice road or a smoothed floor rather than have to wade through chin high grass or struggle over rocks and divets to get places. Is there any system like this already in place? Would a system like this affect adventure mode NPCs, or do they pathfind different from dwarves or does the same pathfinding weight argument above nullify it for them?
Hey, look, houses have furniture now. Anyone know what that symbol that looks like pi means (it means goblin tower on the world map). Also, the people of that town seem to have designated large areas of their houses as "table rooms" that do absolutely nothing but contain tables. Are the table rooms intended behavior?
Also, Shinotsa, I just want to point out that real life roads don't magically make people faster. They're more effective because they are kept at an even elevation, make it harder to get lost, are clear of obstacles, prevent plants from growing, and don't turn to mud in rain. Most of these things are already represented in game or could be without too much difficulty. Making people walk faster on roads for no reason is an abstraction DF doesn't really need.
Hey, look, houses have furniture now. Anyone know what that symbol that looks like pi means (it means goblin tower on the world map). Also, the people of that town seem to have designated large areas of their houses as "table rooms" that do absolutely nothing but contain tables. Are the table rooms intended behavior?
What I'm working on now is dividing up all of the objects that were produced at the town (that weren't placed in houses) among the shops. It selects the type of shop based on the overall town specialization information that is built up during world gen. This leaves some excess foreign items that would normally be associated to caravans/etc./etc. Those will be placed in general shops and warehouses for the time being (and the market when I get to that in a bit). The same should happen with extra food.
Toady One Found my first tower-cap bed in a human's bedroom. It had an image of the foundation of a dwarven mountain hall in giant toad bone. An iron scourge made by the goblins made it to the back of the warehouse as well -- it commemorated a skinless demon becoming the law-giver of the goblin civilization. I also put in some extra precautions and tweaks so that dwarves form markets properly and are more survivable in world gen. Kobolds as well.
Not really a question for Toady, but I hope that Dwarven farming gets some revisions soon, because it's super strange seeing these authentically gigantic fields and pastures around NPC settlements and then founding a fort and being able to feed all 200 of your dwarves on a few 5x5 plots.I came to post here for the first time in ages to say just this. I love the scale of the new fields for the farms in these recent maps. It would be cool if we needed a similar scale in our fields to feed the dwarfs in fortress mode. Space limitations for small embark sites wouldn't be a problem, as there are so many z-levels to work with.
The timescale will probably be a bigger problem than space limitations. There's not enough time in the year for Fortress Mode farmers to walk around such a big field.
There are some pigs and turkeys among the market stalls... I'm not sure why yet!
... stopped pigs from thinking that they are selling things at the market...
QuoteThere are some pigs and turkeys among the market stalls... I'm not sure why yet!Quote... stopped pigs from thinking that they are selling things at the market...
So when he said "among the stalls" he meant selling at the stalls, not just wondering around the stalls.
LMAO! :D
Hey, look, houses have furniture now. Anyone know what that symbol that looks like pi means (it means goblin tower on the world map). Also, the people of that town seem to have designated large areas of their houses as "table rooms" that do absolutely nothing but contain tables. Are the table rooms intended behavior?Those are the empty shops Toady has mentioned in the dev log post. You should see a ß or a µ next to the doors leading to those houses. The warehouses are large buildings that we haven't quite seen yet (in the most recent town (http://www.bay12games.com/dwarves/imgs/pig_town_map.png), it's outside the embark area - the dark gray building a bit up from the upper right corner of the rectangle marking the embark area.)
The new town maps are looking increasingly better, but I still dislike them for one thing: the circularity. Each settlement is a perfectly circular web of roads. And no matter the size of the village/town/city, they all take up the same space. It gets repetitive and boring very soon. Unfortunately, it looks that it's such a fundamental part of Toady's design that it's impossible to change. I suppose the circular web is the very building block of the new towns that can't be replaced.
Also I really hate all the random roads - there's way too many of them in the village parts of the map. But I've already rambled a lot about it (http://www.bay12forums.com/smf/index.php?topic=60554.msg2167016#msg2167016) here so I won't repeat myself.
(EDIT: But looking at the older town pictures it seems Toady has reduces the number of roads a bit, so there's that.)
Oh and I miss the old villages. Those were great (http://i.imgur.com/oL6Uj.png)!
Will fortresses that are set up in cold and freezing biomes ever be required to have heating of some kind so that the dwarfs don't freeze to death? Or even more generally, so that in any biome the dwarfs could heat the fortress, say in a moderate biome but during the winter, so that they could be comfortable? They conquer their environment in about every other way than temperature regulation.
This would be easier for me to understand if the 'Dwarf Fortress Development' webpage wasn't so... minimal? It's difficult to tell what's going on on it. Caravan Uptades 1+ come after this patch or what? Is this next update Caravan Update 0?
The new town maps are looking increasingly better, but I still dislike them for one thing: the circularity. Each settlement is a perfectly circular web of roads. And no matter the size of the village/town/city, they all take up the same space. It gets repetitive and boring very soon. Unfortunately, it looks that it's such a fundamental part of Toady's design that it's impossible to change. I suppose the circular web is the very building block of the new towns that can't be replaced.
Also I really hate all the random roads - there's way too many of them in the village parts of the map. But I've already rambled a lot about it (http://www.bay12forums.com/smf/index.php?topic=60554.msg2167016#msg2167016) here so I won't repeat myself.
(EDIT: But looking at the older town pictures it seems Toady has reduces the number of roads a bit, so there's that.)
The maps are also too similar to each other, without branching out into different styles of dividing up land, etc., and they don't really respect their own history or the elevation. The rivers still have exclusion zones (the blocky part). Later there will have to be river-oriented industries/etc. with associated stuffs. The main roads are also a bit ignored by people that should appreciate them. I suppose inns will help that. Overall, we aren't there yet, but these layouts here are likely to unchange for this release (aside from the village cleanup stuff, which'll be farmy and animalish), and I think this framework can accomodate future town updates for a while.
Most of what you think as roads in the pictures aren't roads, they are there just to divide the fields. It is obvious though that the same process to decide where the building will be constructed is used to divide the fields, but the end result is very good.
cleaned up an issue which made shop types change at random
Can working gloves and gauntlets be created by adventurer reactions yet? Will that be in this release?It isn't in the vanilla game. It might be possible to mod in, I don't know.
12/03/2011: The first section of town issues from the B12 Report are done. Distribution of scarce items, handling gloves/shoes in cabinets properly, as well as a few different broken road issues, and what was hopefully the main cause of all those long-standing cave-in-on-embarks. Next up are all the market and shopping-related notes.
Can working gloves and gauntlets be created by adventurer reactions yet Will that be in this release?
Can anyone give me a little lesson on how to link the Dwarf Fortress devlog to my Windows 7 RSS feed widget?As far as I know, it doesn't have an RSS feed. Keeps me on my toes.
I swear I saw a Bay12er post their desktop with Dwarf Fortress RSS feeds on it.Can anyone give me a little lesson on how to link the Dwarf Fortress devlog to my Windows 7 RSS feed widget?As far as I know, it doesn't have an RSS feed. Keeps me on my toes.
Can anyone give me a little lesson on how to link the Dwarf Fortress devlog to my Windows 7 RSS feed widget?As far as I know, it doesn't have an RSS feed. Keeps me on my toes.
I actually doubt it would be realistic for all those bones to become crafts. I mean, think about it. How many bone crafts does the world need? I suspect that you'd have legendary bone crafters in one or two cities, and their crafts are exported, but they would need a relatively limited number of bones to do that. Elsewhere, the bones'd just be buried.
"Bone Folders" were used in book making and to mark fabric.those are pretty much 'crafts' or at least small/tiny items.
Bone char can be used to filter water and to whiten sugar at a refinery.
Bones can be used as fish hooks and all kinds of needles (knitting, sewing, awls for leatherwork).
They can be used to make buttons, or sent to a furnace to make calcium-phosphate ash which can be used to make bone china.
They can of course be used to make woodwind instruments like bone flutes, or even bone china instruments for the wealthy.
The bone meal though, that one is still probably your best bet for using large piles of bone for one purpose. As fertilizer.
...and what was hopefully the main cause of all those long-standing cave-in-on-embarks.
Using the bones in villages as a major source of fertilizer for their crops (bone meal) would make a great way to decrease the number of idle bones filling up the town's stores.
Using the bones in villages as a major source of fertilizer for their crops (bone meal) would make a great way to decrease the number of idle bones filling up the town's stores.
I think bone meal already exists in the game, but as food for goblin civilizations.
Kind of an aside, but has anyone found evidence that bone meal was used as fertilizer in the middle ages? I would imagine it wasn't used before the eighteenth century at the earliest, when plant nutrition first began to be understood, but I'm far from sure about that. Ink was made from bone char, though, so there's that if book production ever becomes a reality. In any case, discarded animal bones are pretty ubiquitous in medieval archeological sites, which seems to indicate that supply far exceeded demand in reality too..
Next up will be a series of market stall tweaks, then some adv trading interface stuff, then reenabling hunger (and thirst if I do wells and river tweaks).
CAUTIONSAURUS LIVESQuote from: devlogNext up will be a series of market stall tweaks, then some adv trading interface stuff, then reenabling hunger (and thirst if I do wells and river tweaks).
Adv Mode is gonna be righteous.
Having just taken a basic economics course, I'd suggest implementing a basic supply and demand economy (although, worldgen seems a bit lacking in the demand area at the moment).
"Bone Folders" were used in book making and to mark fabric.Better use is as fuel. Many Stone Age sites in wood-poor regions show signs of bone being used as a substitute fuel. Even though there's not a working system for heating yet, allocating a demand in worldgen for bones to be burned for the purpose should be possible.
Bone char can be used to filter water and to whiten sugar at a refinery.
Bones can be used as fish hooks and all kinds of needles (knitting, sewing, awls for leatherwork).
They can be used to make buttons, or sent to a furnace to make calcium-phosphate ash which can be used to make bone china.
They can of course be used to make woodwind instruments like bone flutes, or even bone china instruments for the wealthy.
The bone meal though, that one is still probably your best bet for using large piles of bone for one purpose. As fertilizer.
Cautionsaurus?(http://bay12games.com/pointer.png)
Cautionsaurus?(http://bay12games.com/pointer.png)
I think I'd just prefer any non-hackish solution to account for the bone crafts not replacing adventurer-related items; although to be fair, simply ranking adventurer related items as having higher priority in markets might not be so bad.
I think I'd just prefer any non-hackish solution to account for the bone crafts not replacing adventurer-related items; although to be fair, simply ranking adventurer related items as having higher priority in markets might not be so bad.
Bone armor pieces and bone bolts/crossbows seem like decent adventurer-related stuff...
Bone bolts could be consumed in world-gen as training material.
From the sounds of the devlog, it seems like there is already some kind of supply/demand worldgen activity, and that what's being worked on is tightening it up. Realistically, yeah, people need mugs, but I can imagine that in worldgen, unless production goes to 0, people are actively throwing crafts which have no use whatsoever, then you're going to end up with shops full of them.
As many have mentioned, there are plenty of useful things that can be made from bones, but if we zoom out and look at the big picture, then a few releases from now, when there are dwarven worldgen settlements, they will undoubtedly do the same thing with the bone crafts. It may (eventually) spell the end to forts whose economic productivity is the equivalent of a macaroni-art factory. I would be in favor of dwarves being forced to export weapons and armor (or at least something useful), though I realize that's still a long way off.
What's with the buildings that are filled with just tables? Are those shops or something?
Hmm a lot of "Toady needs to hire some people to do some of the work" suggestions lately.
To admit I always like seeing them. It tells me people think this game has serious potential.
Of course, best reply is "If Toady hires people, that means he needs to probably double his donations for every person he hires, plus all the other time wasting stuff that he needs to do to get them working properly, plus his donations have to be secure (i.e., making sure we have people definitely donating at least X amount per month and not Xx12 per year), and all that means the game will take longer to make, will be less efficient about the time (longer times per release, per bug fix, etc), and won't be as good."
Since my last post [1], I ended up writing another 15 pages of review for the game. None of which I will post here.
I kind of half-expected someone to make a post in that thread that said something along the lines of
"Look, asshole, this utility here <Insert.Link.Com> fixes all of your problems, now please shut the fuck up."
-rant-
Re-enabling hunger oh yeah! I just got that much more excited for the next release. There is nothing like having to stock up on food before going down into a cave or dungeon, it just makes it that much cooler and more immersive :D
If this game were a car, we'd be test driving it right now, and what we'd be test driving would be a pile of twisted and rusty scrap metal with three empty axles and one wheel sticking off the side. Of course, the thing would get 3L/100km, be able to turn 360 degrees in a 4m wide circle, reach a maximum speed of 350kmph, and would fly. IT WOULD FLY. WITH THE ONE WHEEL. Its control scheme and handling would consist of being able to only make left turns, the steering wheel being replaced with a series of buttons, levers, dials, switches, and every single non-steering wheel control you've ever seen in your life. In order to use the acceleration or brake, you'd have to activate the windshield wipers and radio in a precise manner, and to make it fly, you'd have to perform over 325 steps in an exact order. Most of of couldn't care less that the thing looks like a piece of shit. Alot of us, however, care about the fact that we have to listen to that piece of shit Mexican Salsa Gospel Choir Rap every time we want to make the thing go forward.
Feel better?
If you want a finished game, come back in 2030- that's the optimistic estimate for when this game will be done. As you yourself noted, this isn't your baby- it's Toady's. He can do with it what he wants, he isn't trying to get rich. DF isn't our dreams, hopes or ideas- it is HIS. He can make this game the way he wants it to be made, and he's fortunate enough to be able to make a living at it. If you don't feel it deserves to be supported, then don't donate. Toady's never charged you a dime.
Feel better?
If you want a finished game, come back in 2030- that's the optimistic estimate for when this game will be done. As you yourself noted, this isn't your baby- it's Toady's. He can do with it what he wants, he isn't trying to get rich. DF isn't our dreams, hopes or ideas- it is HIS. He can make this game the way he wants it to be made, and he's fortunate enough to be able to make a living at it. If you don't feel it deserves to be supported, then don't donate. Toady's never charged you a dime.
I feel like you're deflecting here. Yeah, Toady can do essentially whatever he wants with the game; that's totally his prerogative, and I think everyone here knows that. That doesn't mean people have to agree with how things are going, or that nobody can give useful advice.
Generally speaking, if opening up MS Office and doing some paper-pushing and Excel spreadsheets enables you to SAVE time while playing a game, there's obviously something wrong with the game.
I've never seen anyone in this community who has trouble with the game for its "flaws"
and seriously, Toady (to much of my respect), wouldn't give a rat's arse for the people who look at the game for two minutes, yell 'DIS IS TOO HAERD' and quit.
More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
-rant-
I've never seen anyone in this community who has trouble with the game for its "flaws"
Present!and seriously, Toady (to much of my respect), wouldn't give a rat's arse for the people who look at the game for two minutes, yell 'DIS IS TOO HAERD' and quit.
You're wrong -- he and ThreeToe have expressed concern about the game's inaccessibility:More specifically, what problems did you have before learning the ropes of the game? We figure we are losing 90% of the players because of the UI and other barriers, and that doesn’t even count the ones scared away by the ASCII graphics. Now, this doesn’t mean we are about abandon the rest of the game to start the presentation arc. It is just as important to have endless monster attacks from the underground, and challenging sieges.
What do you think is scaring people away? The building placement? Designations? The embark screen? Or maybe its finding the right tile sets and setting them up. We are hoping at some point to build easier commands and tutorials to help bring in more players. We have to identify the main culprits first. So what is frustrating you the most about Dwarf Fortress?
-rant-This has all been said before, and just as before, the majority of the community rushes to defend Toady. This is an old song-and-dance. This isn't really a video game, this is one man's insane project.
What's with the buildings that are filled with just tables? Are those shops or something?They're just empty shops that'll presumably be filled in the release.
Warehouses.No, the warehouses are the large dark-gray buildings (http://www.bay12forums.com/smf/index.php?topic=87111.msg2368114#msg2368114) on the overview maps. There were no warehouses in the latest tile-level image.
I would like to point out that the next release won't change radically the game (as it was the case when the Z-level got implemented or when DF2010 came out with its body system and materials changes). The single really complex feature will be the new cities. Everything else is bells and whistles. The new version won't break the game as those other did.
The economy system has already showed some emergent hilarities as seen in the recent devlog entries. I suspect we haven't seen even the tip of the iceberg on that front, yet.
Feel better?
If you want a finished game, come back in 2030- that's the optimistic estimate for when this game will be done. As you yourself noted, this isn't your baby- it's Toady's. He can do with it what he wants, he isn't trying to get rich. DF isn't our dreams, hopes or ideas- it is HIS. He can make this game the way he wants it to be made, and he's fortunate enough to be able to make a living at it. If you don't feel it deserves to be supported, then don't donate. Toady's never charged you a dime.
I feel like you're deflecting here. Yeah, Toady can do essentially whatever he wants with the game; that's totally his prerogative, and I think everyone here knows that. That doesn't mean people have to agree with how things are going, or that nobody can give useful advice.
I agree- I'm deflecting. I also agree that people don't have to agree, or that they can't give useful advice (that's why we have a Suggestions Forum, after all.) I just don't think derailing this thread is the appropriate way to have this discussion, especially in the manner he's chosen to introduce the topic. If he feels like snipping that wall 'o text and moving it to a new thread, then I'll happily give my thoughts on the matter there.
This would also why I attempted to rerail the conversation- who here's played adventure mode with hunger enabled? Lord knows I'll be spending plenty of time in Adventure mode, come the update, so I'd like to have an idea of how many elk I need to butcher before having some extended sewer exploration :P
I'm sure that more than 80% of DF users on this forum are part of the Cult of Toady and will flat-out dismiss anything and everything I have to say
I'm sure that more than 80% of DF users on this forum are part of the Cult of Toady and will flat-out dismiss anything and everything I have to say
Over the years, I've acknowledged every point you made so far about the failings of DF. There are some things that annoy me in the game that I didn't see you mention yet. I just feel that the positives outweigh the negatives, which is just a personal opinion. I'd say those "80% of the DF users on this forum" you mentioned belong to that category instead.
I would like to point out that the next release won't change radically the game (as it was the case when the Z-level got implemented or when DF2010 came out with its body system and materials changes). The single really complex feature will be the new cities. Everything else is bells and whistles. The new version won't break the game as those other did.
The economy system has already showed some emergent hilarities as seen in the recent devlog entries. I suspect we haven't seen even the tip of the iceberg on that front, yet.
I may feel the same way, but that feeling only applies to the beginning portions of Embark and up to 50 dwarves. After that point, the Excel spreadsheets start to save time and enable you to progress through the game faster, and it makes me die a little on the inside that Toady would allow such a thing to happen.
Also, 15☼ on at least 3 shops not calculating item values correctly and giving you wrong prices for things
20☼ on at least 2 shops either taking your money without giving you the items you selected to buy, or giving you money without taking the items you selected to sell
Right now you're arguing that the basic ball and stick sketch that artists do before drawing people should be scrapped in favor of an immediately finished product. It simply doesn't work that way. You lay down a framework and flesh it out lightly.
He has multiple focuses, this is a very, very big game and he is NOT working on this right now. He's messing around with Adventure Mode and JUST LOOK THE THINGS HE PUT UP! Just look how the game has progressed since last version. Damn it.
I find it annoying how he seems to think that we are just fanboys so arguing with us is useless.
Do not feed the troll guys!
When someone thinks he has the right to complain, the trolls soon follow in his track.
I don't think it is fair to look at it that way. The first month or two after an update release is always when the majority of bugs get found and corrected. Even Skyrim, a multi-million dollar undertaking, has had 3 patches since its release a month ago. People will find problems, most of the things that aren't placeholders will get fixed up enough to be playable, and we'll have another stable release for a while. I am not really certain what else could be expected.
I don't think it is fair to look at it that way. The first month or two after an update release is always when the majority of bugs get found and corrected. Even Skyrim, a multi-million dollar undertaking, has had 3 patches since its release a month ago. People will find problems, most of the things that aren't placeholders will get fixed up enough to be playable, and we'll have another stable release for a while. I am not really certain what else could be expected.
Well, it's easy, isn't it? The game should be complete! After all, murlocdummy made a game in Flash, and that didn't take a year to do.
His continued steady stream of donations, suggest that the game is palatable to its users. Its ongoing progress, steady userbase, and exposure also suggest, that for an game, thats you say, is in an unplayable state, is played a quite a fair bit.I don't think it is fair to look at it that way. The first month or two after an update release is always when the majority of bugs get found and corrected. Even Skyrim, a multi-million dollar undertaking, has had 3 patches since its release a month ago. People will find problems, most of the things that aren't placeholders will get fixed up enough to be playable, and we'll have another stable release for a while. I am not really certain what else could be expected.
Well, it's easy, isn't it? The game should be complete! After all, murlocdummy made a game in Flash, and that didn't take a year to do.
Did I ever hint at the idea of going back and fixing bugs was easy? Of course not, nor did I ever try and make the case that the game should be totally complete. I'm just saying that the game should be functional and entertaining, at least to a minimum degree. The easy part is half-baking something, letting people have it, then forgetting about it and moving on. The hard part is half-baking something, then going back over and baking it completely.
I'm not asking even that much out of Toady. I just want him to put some cinnamon on that half-baked idea that he's giving us so it stops tasting like raw egg slime and dried batter clumps. I'd like to see vampires, mummies, and war with other civilizations, but I don't want to get vampires that come out of specifically mummy-defined sarcophaguses, mummies sucking blood, or civilization wars that involve you having to micromanage your entire army just so that they don't starve to death in the middle of battle, dropping 45 food items all over their dead bodies, and causing the enemy to stop attacking you so that they can pick up the loot.
Is it so much to ask that Toady make it look like he's giving a minimal level of care for his work in his work? I like how he's taken it upon himself to make DF his life's work and wants the donation rewards to make it seem like he's giving a personal gift to his contributors, but the real thank you gift that he can make is to make the game properly palatable to its users.
The bugfixes that Toady usually spends time with are the ones that interact with his own portion of the game, like ore placement, fluid connection algorithms, and stuff that's almost entirely under the hood. The fact that we fans see any of that is undoubtedly by pure coincidence.
Well, I would have gotten to the trading interface, but a bridge opened a hole to the underworld instead. Again.
Yeah, in my experience Toady works on the bugs that people bug him about most frequently and that are most apparent. I think.I decided to check this (poll).
That's not a question.Yeah, in my experience Toady works on the bugs that people bug him about most frequently and that are most apparent. I think.I decided to check this (poll).
BTW, as the thread is derailed: Thanks for bugfixes! And working on interface (the best feature in planned version is reworking "cannot follow orders").
Yeah, in my experience Toady works on the bugs that people bug him about most frequently and that are most apparent. I think.I decided to check this (poll).
I want to clump similar stores a bit before I get along to the trading interface stuff, and I should get to all of that tonight.
Well, I would have gotten to the trading interface...
Okay. Bear with me. This is gross.
You are re-enabling thirst with dungeon and sewer exploration in mind. Does this mean that we should be packing full waterskins--i.e., are there going to be hazards (contaminants, diseases, etc.) inherent in drinking sewer water as we find it on the floor or in channels?
*Your belly hurts*
*You vomit on your feet*
I: vomit -It has sunberries!
East, East, North.
*You...*
*... it is now dark.*
* It appears you passed out. *
* You are surrounded by Bogeymen. *
[/color]
I wonder what the player will notice of the adventurer being ill? . . .Code: [Select]*Your belly hurts*
[/color]
*You vomit on your feet*
I: vomit -It has sunberries!
East, East, North.
*You...*
*... it is now dark.*
* It appears you passed out. *
* You are surrounded by Bogeymen. *
This: http://www.bay12forums.com/smf/index.php?topic=94802.0 (there is a link in my signature).Yeah, in my experience Toady works on the bugs that people bug him about most frequently and that are most apparent. I think.I decided to check this (poll).
Er, what poll?
Do we have ingested poisons yet? It has come up a few times before but as I recall you cannot be poisoned by eating things at this time.
Speaking of which...... Will drinking vomit and blood as a staple be subject to horrific illnesses?
Do we have ingested poisons yet? It has come up a few times before but as I recall you cannot be poisoned by eating things at this time.
Ingested interactions (ie vampire blood) seems to imply syndromes can now be ingested as well.
Ingested interactions (ie vampire blood) seems to imply syndromes can now be ingested as well.
Speaking of which...... Will drinking vomit and blood as a staple be subject to horrific illnesses?Do we have ingested poisons yet? It has come up a few times before but as I recall you cannot be poisoned by eating things at this time.Ingested interactions (ie vampire blood) seems to imply syndromes can now be ingested as well.
Hmm, well then, it would be pretty easy to make drinking vomit/grime/etc cause illness. If it doesn't go in vanilla, then I'm sure it will get modded in within a week of release.
Speaking of which...... Will drinking vomit and blood as a staple be subject to horrific illnesses?Do we have ingested poisons yet? It has come up a few times before but as I recall you cannot be poisoned by eating things at this time.Ingested interactions (ie vampire blood) seems to imply syndromes can now be ingested as well.
Hmm, well then, it would be pretty easy to make drinking vomit/grime/etc cause illness. If it doesn't go in vanilla, then I'm sure it will get modded in within a week of release.
I am not sure if modding blood to be "poison" is such a good idea...
if blood is going to be a poison make it so that only other peoples blood can make you ill.
this will add AIDs to DF.
I am not sure if modding blood to be "poison" is such a good idea...
murlocdummy, you should really move this discussion to this thread (http://www.bay12forums.com/smf/index.php?topic=34311.0). That's where it belongs, people won't complain about you posting there.
Also, trying to guess upcoming bugs is pointless. You're forgetting that the game's main issue aren't bugs but user-unfriendliness - interface, micromanagement, tedium etc. You got it right in your rant, don't get sidetracked by bugs.
BTW, what's Toady's policy for donation refunds? I've tried looking around the forums for mention of it, but it doesn't seem like it's ever come up.
BTW, what's Toady's policy for donation refunds? I've tried looking around the forums for mention of it, but it doesn't seem like it's ever come up.
Classy. Classy as hell.
I think we should start up a betting pool (Using non-real money, of course) to bet what isn't going to work in the next update.I'm going to put 5☼ on lumps of stones being edible in Adventure.
Also, 15☼ on at least 3 shops not calculating item values correctly and giving you wrong prices for things
20☼ on at least 2 shops either taking your money without giving you the items you selected to buy, or giving you money without taking the items you selected to sell
I'm pretty sure that even when the sewer system is released, it will only be half-finished, with each town having a completely non-functioning sewer system that's almost completely incapable of being explored by your adventurer, and by that time, Toady will already be working on warships to be released sometime in 2015.
I'd like to see vampires, mummies, and war with other civilizations, but I don't want to get vampires that come out of specifically mummy-defined sarcophaguses, mummies sucking blood, or civilization wars that involve you having to micromanage your entire army just so that they don't starve to death in the middle of battle, dropping 45 food items all over their dead bodies, and causing the enemy to stop attacking you so that they can pick up the loot.
Asking for a refund on a donation is... I don't know. I'm kind of paralyzed by the audacity of that!
Asking for a refund on a donation is... I don't know. I'm kind of paralyzed by the audacity of that!
This forum does have an ignore function.Bah, that's for fools without the stones to ignore manually.
Jiri, I just think that a thread titled "Future of the Fortress" ought to be more than just a place to put all of your "OMG, I'm so excited for new releases!" posts. Also, I'm sorry that this post is so brief and not well thought-out. I'll endeavor to make future posts more comprehensive.
The purpose of the thread is to discuss current developments. Specific bugs should be reported on the bug tracker (http://www.bay12games.com/dwarves/mantisbt/), and specific suggestions belong for the most part in the suggestion forum (http://www.bay12forums.com/smf/index.php?board=5.0). Questions and comments about the development page or DF development somewhat more broadly work here, though any contentious topics that lead to derails are discouraged -- there are threads for those too.
And will the dwarfs dig the multi-z designations without needing to be babysat so they won't cause collapses?
12/09/2011: I finished trading partial amounts in both modes. You can also type in amounts of currency to trade in adventure mode. Most people carry around little pouches with money stuffed into some article of clothing or another, and the market vendors will use those. The shops that have multiple traders working with the same objects still have a money chest, but you don't have to fuss around with picking up the money from it. Money and goods will teleport to you for the time being, until something better comes up, but you are still allowed to grab the objects you want to buy first and bring them to the merchant if you want to do it that way. Next up comes people in the market hollering at you on the street. Then hunger/thirst, which is probably going to involve a lot of messing with river ramps etc.
I certainly hope so! I doubt it, but I can still hope.
Being able to manipulate partial stacks is pretty sweet though, as is having your money teleport to you. I don't know how many times I've walked out of a shop without getting my change. And vendors yelling at you is pretty entertaining- I'll be interested to see how that's implemented. In fact,
How do the vendors yell? Is it a specific/new application of the Vocalization tag? AFAIK that tag doesn't work on a profession level, but hey, what do I know?
I should have been more specific in that I am refering to where the Mummy is stored. The types of objects within (Funeral rites). and yeah even the clothes and objects the mummy is dressed in. With respect to different cultures such as not egyptian.
You've talked quite a bit about what you feel you need to do for releases 3, 4, and 5 (games, music, storytelling, fistfights, multiracial forts etc) that isn't explicitly mentioned on the dev page, but there's very little about what you want for the upcoming release 2 aside the explicit mentions of schedules/activities and mines. I think you mentioned village maps if you don't get to extending the town map generation to that, workshops, and geological structures, but is there more than that?
Quote from: NakedFuryWhat future feature are you most "exited/Proud" about?Quote from: monk12My personal bet is Release 5, as I recall in one of the DF Talks he mentions that it will "test the premise of the entire game, that you could have all these systems running simultaneously" [paraphrased]
Attributes are supposed to impact performance at various tasks, but according to my testing impact of attributes on quality of products is completely unimportant compared to skill. There is no noticeable difference between "legendary carpenter with a boundless creative imagination" and "legendary carpenter (with average creativity)". Is it intended?
1. Will being a vampire be separate crime (killing by drinking blood)? Current murder doesn't bring death sentence.
2. What are benefits from having hammerer? I mean, we have guards already and by adjusting their weapons we can alter the punishment degree, while hammering offers death and heavy crippling.
3. How vampires can reproduce in fortress mode? Can they have children?
4. If a child is turned into vampire, will it grow into adulthood?
Will it ever be possible for your fortress to fight for independence from your home civilization? Will the king ever start taxing you, claiming some of your soldiers or issuing some new kind of mandates of his own like "You need to export at least 30 battle axes, 20 mining picks and 500 prepared meals by next year," and thus start getting rebel sentiment in your fortress? It would be neat to have a Colonization style revolutionary war against other steel clad dwarves, although unless they were trap immune or something it would still be too easy to win.
Do you think it's possible that we'll see prisoner executions in the future? IE, if we have a caged Goblin in a stockpile, would we be able to 'mark it' for execution? This would make life a lot easier than it is now, where we have to disarm prisoners in sort of a hacky-way, then build the cage/mechanisms. It would also give the Hammerer a useful purpose in between punishing dwarves for crimes.
Quote from: O11O1With these new upgrades to the city systems, how close are we to having a 'Retire' option, where instead of abandoning the fort, you give it to the gameworld to control, allowing you to, say, start a new fort and trade with the old one?Quote from: King_of_the_weaselsProbably not until after we have actual dwarf towns being generated, and then some.
Will pottery and waxworking be moodable skills in the upcoming version?
What happens if all of your dwarves are vampires? Do they feed off each other?
Can dwarfs fight back while being fed on and do vampires avoid military/strong dwarfs? I'd hate to lose my militia commander to the weird guy nobody likes. If they can fight back what skills dictate whether they'll wake up? Will it be an awareness thing, or just a struggle when they are bitten?
If the blood thing isn't changing, and a well gets contaminated by vampire blood (say by the sheriff after he executes him, or by a survivor of a fight when the vampire did not), will that make vampires, or does the blood need to be pure?
Toady, while you aren't making varieties of vampires and other undead monsters NOW, have you included the framework for expanding them in the future? Can we mod in additional types of vampirism ourselves? If so, are they "whole package" or did you make the framework for random parts in the curse/secrets system?
Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?
if a disguise is just another "displayed name", is the disguise name also an historical figure ? Can a disguise be culled while the vampire name stays known ? In other words, what happens if a vampire in disguise bleeds in worldgen, will the blood be called by the disguise name ? If so, what happens if the disguise name gets lost ?
Are all bridges the same right now, or do they vary? Covered bridges, open bridges, so on and so forth.
Will we have to discover a bridge or be able to swim across a river to cross one in the next version? Or is it still possible to ignore rivers completely by using fast travel?
And in world 1, there don't seem to be any, presumably due to a lack of death gods. Are the necromancy secrets generated regardless of the presence of death gods?
Will town maps like the one you posted be available to export through Legends Mode (once an adventure visits a town) or will they remain a dev only visual?
Basically, I'm asking if a city/town site map will be exportable in the format shown in the dev log or not.
Are we going to get more specific in-period names for businesses that are used within the game?
So if a Were-dwarf dashes for the closest target during a full moon to attack. Will it be any target, including other Were-dwarves?
And I'm curious about the disguises.
If a disguised vampire gains a title through the military, will said title stay if the disguise is busted? Or maybe that isn't not how the disguise system works.
Why did you choose to only let body parts with a head or grasp be animatable by necromancers, and not all body parts or those with a stance (e.g. feet and legs)? It seems sensible to be able to raise someone's lower half.
Do the wooded areas have free-roaming swine, or are all pigs penned up as things are now?
Are there any pictures of the new cities/towns in the zoomed in city fast travel screen? Perhaps we could see one of the maps already shown compared to the in game city travel screen if it's not too much trouble.
I'm actually fairly excited to see how they compare since I find the maps that are being put up now to have a strange kind of beauty and I hope at least some of that's carried over.
Do the "Breeds" only apply to actual breeded animals or do they extend wild animal-populations? Say all wildhorses in a certain region looking similiar?
Quote from: CruxadorWhen you get such things done, how much interbreeding between different breeds/populations do you anticipate their being? How much variance is there in a cat (or any other domestic animal) population at the moment, and how much would you see as ideal? I know such things would be influenced heavily by the size and age of the population, but I'd appreciate some general thoughts on the situation.Quote from: HephWhat would interest me is if and how the pet keeping species decide which traits they favour and want in a animal? I could see Humans for example keep atleast 3 kinds of horses 1 each for light and heavy cavalery and one as work-horse.Quote from: AnatoliAre there going to be any gene variances (in cats) from inside a town, or is it going to be mostly one kind per town? Are there going to be any ways for animals to travel between towns besides trade? What are (will be) the triggers for a trade in these animals?
Toady, you ever going to take a look at odd river intersections, eg. the triangle as seen in world 1, near lake?
They look terribly funny and not very realistic when encountered when playing, and a 4-intersections have disastrous results.
Are there any plans for zoomed-in travel maps for player-made forts?
Any plans on making the rivers look more natural? Like less straight segments with sharp edges?
Any chance to have the paved roads look different (not brown) from dirt roads in the map?
I don't know if adventure mode uses the same pathfinding system as fortress mode but, does this mean that adventure mode will incorporate the fortress mode path-designation mechanic - say by auto assigning roads and paths a lower (or is that higher?) pathfinding weight? Could/would this be extended to all terrain in general?
will there be farming related disaster in worldgen like locust swarms or salt buildup that cause an area to produce little to no food for a period of time or, in the case of salt buildup, become unfarmable due to improper/unsustainable farming habits?
Are the animals in the villages/pastures owned by particular people or are they considered a part of the village entity - who gets angered when livestock is killed by an adventurer?
Now that we have both trolls and bridges represented pretty well, will there be trolls under some of the bridges? Maybe not in this update, but will traditional fairytale notions like that get a nod eventually?
What's the average population of a city? Each new family that settles in one determined city will build a house or we will end with filthy childrens living in the sewers?
Quote from: Jiri PetruThe new town maps are looking increasingly better, but I still dislike them for one thing: the circularity. Each settlement is a perfectly circular web of roads. And no matter the size of the village/town/city, they all take up the same space. It gets repetitive and boring very soon. Unfortunately, it looks that it's such a fundamental part of Toady's design that it's impossible to change. I suppose the circular web is the very building block of the new towns that can't be replaced.
Also I really hate all the random roads - there's way too many of them in the village parts of the map. But I've already rambled a lot about it here so I won't repeat myself.
(EDIT: But looking at the older town pictures it seems Toady has reduces the number of roads a bit, so there's that.)
Oh and I miss the old villages. Those were great!Quote from: thvazMost of what you think as roads in the pictures aren't roads, they are there just to divide the fields. It is obvious though that the same process to decide where the building will be constructed is used to divide the fields, but the end result is very good.Quote from: Jiri PetruI'm pretty sure they are all roads. I guess you could say "nah, they're hedges" on maps like this one (http://www.bay12games.com/dwarves/imgs/w3town3.png), but when you look at, say, this town (http://www.bay12games.com/dwarves/imgs/w3town2.png) it's apparent those lines need to be roads so the farms can get to their homes. But so far we've only seen town maps. I'd love to see a proper village.
Toady, could we see a map of a village? I don't know if there's any strong distinction between towns and villages now, so take "village" as a settlement of ~100 people with no market.
And what happened to the old village maps we've had a couple of versions ago? I suppose the code was scrapped?
Thanks.
Assuming that the patch is closing in on the release date, what are the immediate development plans after the post-patch celebration? Is the Caravan arc going to still be the primary focus in development, will there be other planned features from the Development Page which might have an unexpected priority jump? I know these are broad questions, but I'm just wondering what what Toady has in mind, even if it's just a tiny speck of a planned idea for the next update.
I really enjoyed the monthly report containing the actual numbers of issues left to work out. Any chance of that happening more often in the devlog?
Can working gloves and gauntlets be created by adventurer reactions yet? Will that be in this release?
Toady, you mentioned that you had an abundance of bone materials in cities that builds up making the number of bone crafts unreasonable. I think one problem with this viewpoint is that in the real world bone material often has many more uses than are present in the game and in large industry and small industry alike the bones get used for all sorts of things. For instance, there is a small amount of bone ash present in many pet food brands (for cats and dogs) even though the higher quality companies try to limit that amount for health reasons. Many early cultures used bones for needles or knitting needles (Dwarf Fortress lacks knitting, btw). Also, bones were often used as jewelry, something that already occurs in the game. I think if you wanted to increase the usability of bones and thereby decrease their build-up in city stockpiles you would need to make the market for bone larger by increasing the demand for bone crafts or bone decoration, or other uses such as bone meal for fertilizer. I think this would be much more realistic than trying to limit the production and accumulation of bone. If you don't want the stores to be full of the stuff, why not make it more prevalent as something that is actually more useful for the townspeople?
When modeling demand for objects, is it done by a hard-coded object class (ie, all food has this demand, weapons have that demand, art has the other demand, and so forth), flat aspect (everything is equally in demand, and supply is the only concern), or is there an element in the raws that determines how it much it will be used during worldgen (set plump helmets to low demand and sun berries to high demand, modifiable to the other way around if we want)?
Will the economy be "grounded" in the world-gen scale, where gross supply/demand is balanced and then individual producers take their cues from those global values, or will you try to balance it from the bottom up, where producers make as much as they want/can per their situation and personality, and let them react to market forces as they emerge?
I don't suppose you got pictures of the hole to the underworld. Or at least a better description. Was it a hole to the first cavern layer, or were we in danger of having hordes of hidden fun stuff all up in our faces? Or was it both, and you are hiding some sort of new thing in the caverns from us because it brings you mirth when you see our outraged reactions to unexpected things.
You are re-enabling thirst with dungeon and sewer exploration in mind. Does this mean that we should be packing full waterskins--i.e., are there going to be hazards (contaminants, diseases, etc.) inherent in drinking sewer water as we find it on the floor or in channels?
Will drinking vomit and blood as a staple be subject to horrific illnesses?
Could an adventurer drink forever by making himself ill to drink his vomit to get ill etc. ad infinitum?
Toady, you mention that placing designations over multiple z-levels is now possible, and you give the example of long up/down staircases. It seems logical that this would extend to designating 3d areas for digging and channeling as well, but will designations over multiple z-levels also be possible concerning the setting of traffic areas and/or building item properties?
And will the dwarfs dig the multi-z designations without needing to be babysat so they won't cause collapses?
How do the vendors yell? Is it a specific/new application of the Vocalization tag? AFAIK that tag doesn't work on a profession level, but hey, what do I know?
They only feed on sleeping people, and the vampires don't sleep. So they'd have to wait for dinner to move in. Then they'd probably go a bit piranha on it when it decides to sleep.
So it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow fixed but not mentioned.
Thanks for answers!They only feed on sleeping people, and the vampires don't sleep. So they'd have to wait for dinner to move in. Then they'd probably go a bit piranha on it when it decides to sleep.
So it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow fixed but not mentioned.
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]mean that at least some of data/speech is moved into a subfolder of raw/objects? Would be nice if that's the case.
Here is the current village output: schematic (http://www.bay12games.com/dwarves/imgs/vil1_schematic.png), tiles (http://www.bay12games.com/dwarves/imgs/vil1_tiles.png)
(And a huge talk about maps, villages and towns.)
With fairly large towns being in the next release are there plans to have certain non-domestic animals appear in and under them? Rats, pigeons, and cockroaches being some of the obvious ones. Perhaps new BIOME tokens are in order?
Killing giant rats in some poor NPCs basement as an early quest seems appropriate even if a little clichéd.
With fairly large towns being in the next release are there plans to have certain non-domestic animals appear in and under them? Rats, pigeons, and cockroaches being some of the obvious ones. Perhaps new BIOME tokens are in order?Well, we'll get sewer/dungeon/catacomb dwellers, so some aspect of "under them" is taken care off, and it seems that it should be relatively easy to allow some more creatures in basements (once they're in), roads, and town skies.
Killing giant rats in some poor NPCs basement as an early quest seems appropriate even if a little clichéd.
I noticed that any undead-ed creature's strength and toughness are reset to a range from 300 to 1000. Would there be a way to make it multiply current values instead, or perhaps abide by a minimum value so that undead rats are as nasty as undead rats should be?While I don't know just what the numbers mean, I can almost guarantee that they are not a range that those attributes are set to. These tags are specifically in there to make sure that the animated dead aren't as weak as some of the first dev posts indicated, and setting the attributes that low would be the opposite. As a guess, I'd say the ATTRIBUTE:X:Y tag adds X to the ATTRIBUTE, and sets it to a minimum of Y if it's still below that.
MummyNecromancerSpoiler (click to show/hide)Regional ZombiesSpoiler (click to show/hide)WerewolfSpoiler (click to show/hide)VampireSpoiler (click to show/hide)Spoiler (click to show/hide)
Awesome posts- hooray for Toady!
Am I the only one pumped for the personality rewrite and succession issues being bumped up? I think those were the things I was looking forward to most, so I'm extremely happy they're getting moved earlier in the schedule.
Awesome posts- hooray for Toady!
Am I the only one pumped for the personality rewrite and succession issues being bumped up? I think those were the things I was looking forward to most, so I'm extremely happy they're getting moved earlier in the schedule.
My excitement is tempered by reality and how it will probably be very simple and "at a arm's length" long after it has been added.
By my recollection, there were some shop names listed in the devlog that seemed incorrect to me, but I can't find the post now, so I'm not sure.Quote from: CruxadorAre we going to get more specific in-period names for businesses that are used within the game?
I'm more or less for it, in general, if we have something that fits. I don't know quite how esoteric it gets though, and what we're going to have that matches up. I've seen lists of names but I don't know a lot of the specifics. What did you have in mind?
As far as stray populations go, I saw a documentary on the feral dogs of East St. Lewis not too long ago. Despite blood tests indicating different breed mixes, they were all medium-sized dogs with black coats and pointed ears.QuoteQuote from: CruxadorWhen you get such things done, how much interbreeding between different breeds/populations do you anticipate their being? How much variance is there in a cat (or any other domestic animal) population at the moment, and how much would you see as ideal? I know such things would be influenced heavily by the size and age of the population, but I'd appreciate some general thoughts on the situation.Quote from: HephWhat would interest me is if and how the pet keeping species decide which traits they favour and want in a animal? I could see Humans for example keep atleast 3 kinds of horses 1 each for light and heavy cavalery and one as work-horse.Quote from: AnatoliAre there going to be any gene variances (in cats) from inside a town, or is it going to be mostly one kind per town? Are there going to be any ways for animals to travel between towns besides trade? What are (will be) the triggers for a trade in these animals?
The breed allows for some variation now, so it's a bit more (too?) flexible than the word would suggest I suppose. The breed definition restricts the available genes, but doesn't specify them entirely. I think ideally there'd be animals bred toward specific purposes, as well as perhaps a stray population of some of the animals that takes traits from both the breeds as well as at random (or perhaps all the way back toward being random -- or further, specialized for stray living, since a lot of the breed characteristics wouldn't be adapted to that environment). I think animal trade is quite limited now in world gen. It doesn't worry about mixing populations or anything either. Overall, it's very simple, but it's a start.
I really enjoyed the monthly report containing the actual numbers of issues left to work out. Any chance of that happening more often in the devlog?
Am I the only one pumped for the personality rewrite and succession issues being bumped up? I think those were the things I was looking forward to most, so I'm extremely happy they're getting moved earlier in the schedule.I am pleased as most of that personality rewrites are required for are things I'd quite like to interact with. The rewrite itself is of less particular importance to me, although getting some more concrete and definite personality traits and getting them more involved in more decisions would be a significant boon.
I dont know if Pest-control should be a appropriate "Quest" but you could earn some money as "Rat-catcher", iirc. some cities paid you good money for each rat-tail you brought in. Day labor in general would be a good way to make small quantities of money if needed.I was less than serious for that last bit. It's a typical RPG quest (http://tvtropes.org/pmwiki/pmwiki.php/Main/RatStomp).
I suppose what I should be asking is can we get things to spawn in sewers, dungeons, catacombs, and above ground in cities specifically using biome like tokens perhaps?.With fairly large towns being in the next release are there plans to have certain non-domestic animals appear in and under them? Rats, pigeons, and cockroaches being some of the obvious ones. Perhaps new BIOME tokens are in order?Well, we'll get sewer/dungeon/catacomb dwellers, so some aspect of "under them" is taken care off, and it seems that it should be relatively easy to allow some more creatures in basements (once they're in), roads, and town skies.
Killing giant rats in some poor NPCs basement as an early quest seems appropriate even if a little clichéd.
By my recollection, there were some shop names listed in the devlog that seemed incorrect to me, but I can't find the post now, so I'm not sure.Quote from: CruxadorAre we going to get more specific in-period names for businesses that are used within the game?
I'm more or less for it, in general, if we have something that fits. I don't know quite how esoteric it gets though, and what we're going to have that matches up. I've seen lists of names but I don't know a lot of the specifics. What did you have in mind?
Red is the butcher, green is plants, and brown are constructed goods from other cities.So it's a butcher a grocer, and a trader/hardware store? Are we going to get more specific in-period names for businesses that are used within the game?
I don't find that stuff boring. I'm pretty sure I'm far from unique in this.
I don't find that stuff boring. I'm pretty sure I'm far from unique in this.
Yeah, the daily tidbits never get old for me.
This one?Well that'd be why I couldn't find it in the dev log. Yeah, "plants" and "constructed goods" seemed like less than ideal ways to refer to shops.Red is the butcher, green is plants, and brown are constructed goods from other cities.So it's a butcher a grocer, and a trader/hardware store? Are we going to get more specific in-period names for businesses that are used within the game?
They only feed on sleeping people, and the vampires don't sleep. So they'd have to wait for dinner to move in. Then they'd probably go a bit piranha on it when it decides to sleep.
Quick question cos I can't find anything about this: Will we be able to purchase animals? Like buying a pig so that later you can butcher it, or buying some dogs to help you fight?
Awesome posts- hooray for Toady!
Am I the only one pumped for the personality rewrite and succession issues being bumped up? I think those were the things I was looking forward to most, so I'm extremely happy they're getting moved earlier in the schedule.
NO_PHYS_ATT_GAIN - I noticed this tag in a couple of the entries in the new interaction based nightcreatures. Does it prevent future Attribute gains for the creature?It certainly sounds like it does that. It does seem a bit weird that necromancers and vampires would have that tag, but the presence of that tag could be randomized.
This is interesting because I noticed that it is on vampires and necromancers. It would seem if a creature became a necromancer/vampire/etc, other than immediate gains to Attributes due to the syndrome, they would cease to grow in physical attributes. Thus a necromancer could in theory be really weak and never really get much stronger.
Will the examples actually be in the raw folder to be generated in a world or will we just get the randomized interactions/creatures?[/color]I'm pretty sure Toady mentioned that the example file is in a separate folder, and thus wouldn't be used by the game - just the randomized interactions.
How do werebeasts determine to ignore similar werebeasts? Do they just check the other creature's current form, do they look at the underlying syndrome for the same syndrome, look at the creature definition the syndrome references, or some other way?I'm assuming that it's part of the were's creature definition - some sort of [AT_PEACE_WITH_OWN_TYPE] or [OPPOSED_TO_DIFFERENT_CREATURES] tag, perhaps.
1) Will it be possible to specify the caste of a CE_BODY_TRANSFORMATION?All signs point to yes - the DEFAULT after the WEREBEAST in [CE:CREATURE:WEREBEAST:DEFAULT] refers to the default caste of a casteless creature.
2) If not, will it be possible to radically reconfigure the body without changing the actual creature identification?No. Body part/shape modifications such as adding body parts were too time-consuming for Toady to attempt for this release. The only body modifications that we know are in are size modifications. It may be possible to modify other appearance modifiers, though.
but I want to know if it's possible to retain these individuals in a society without, say, turning them into another creature (i.e. werewolf) and causing them to abandon their labors and go hostile to everyone else.Toady has mentioned that the hostility is not inherent in the transformation. It's possible that it is part of the random creature definition created by the game.
Quick question cos I can't find anything about this: Will we be able to purchase animals? Like buying a pig so that later you can butcher it, or buying some dogs to help you fight?
Buy livestock is for a later release.
Will the examples actually be in the raw folder to be generated in a world or will we just get the randomized interactions/creatures?[/color]I'm pretty sure Toady mentioned that the example file is in a separate folder, and thus wouldn't be used by the game - just the randomized interactions.
I noticed that all of the tags added in the samples don't have parameters - is that true of all tags that can be added via syndromes, or are there some tags that allow parameters (such as the CHILD tag)?
2) If not, will it be possible to radically reconfigure the body without changing the actual creature identification?
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
Quote from: GreendogoToady, you mentioned that you had an abundance of bone materials in cities that builds up making the number of bone crafts unreasonable. I think one problem with this viewpoint is that in the real world bone material often has many more uses than are present in the game and in large industry and small industry alike the bones get used for all sorts of things. For instance, there is a small amount of bone ash present in many pet food brands (for cats and dogs) even though the higher quality companies try to limit that amount for health reasons. Many early cultures used bones for needles or knitting needles (Dwarf Fortress lacks knitting, btw). Also, bones were often used as jewelry, something that already occurs in the game. I think if you wanted to increase the usability of bones and thereby decrease their build-up in city stockpiles you would need to make the market for bone larger by increasing the demand for bone crafts or bone decoration, or other uses such as bone meal for fertilizer. I think this would be much more realistic than trying to limit the production and accumulation of bone. If you don't want the stores to be full of the stuff, why not make it more prevalent as something that is actually more useful for the townspeople?
I was looking for a short-term fix, which was rebalancing the number of bone crafts made and just letting the rest of the bones sit. I'm all for adding more industries, but I'm trying to arrive at a release now. Hopefully there will be more bone industries in the future. There certainly are a lot of bones!
2) If not, will it be possible to radically reconfigure the body without changing the actual creature identification?
You can change the appearance modifiers (and thereby the ingame size) of any body part, but that's it short of a full transformation to a different creature type:Code: [Select][CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
So you could make a creature's eyes become huge, bulging and red, or transform a creature into twice its normal size, but you couldn't make it sprout extra limbs.
1) Will it be possible to specify the caste of a CE_BODY_TRANSFORMATION?All signs point to yes - the DEFAULT after the WEREBEAST in [CE:CREATURE:WEREBEAST:DEFAULT] refers to the default caste of a casteless creature.
3) A last, unrelated question, that may have already been answered (forgive me if it has) - Will we be getting caste-specific graphics soon?
3) A last, unrelated question, that may have already been answered (forgive me if it has) - Will we be getting caste-specific graphics soon?
Already have it.
Asking for a refund on a donation is... I don't know. I'm kind of paralyzed by the audacity of that!
He may have a good reason for it. Unless he wants the donation back simply because he isn't satisfied with the game no more... in which case I'd have to wonder if he does the same thing to the Salvation Army Santa Clauses.
Him: "Here's 5 bucks."
Santa: "Thank you, this will go to helping others."
Him: "Wait, you mean I don't get anything out of it? Give it back!"
That aside, I wonder what the improvements to the adventure trading screen will be...
I mean, I never really did any trading in adventure mode... I always just salvaged stuff from lairs and camps. Then I'd die in the process.
I imagine though with the new cities, tombs, dungeons, and catacombs I'll probably spend a good bit in adventure mode this time. Though I am also looking forward to the dwarf mode stuff, like historical migrants and the better unit screen. Then there's the stuff that affects both modes, vampires, were-creatures, and necromancers. It may not change the game drastically, but there is certainly going to be enough to keep me busy for while.
Come on now. I want people to play my game. When you guys get all exclusive, it's bad for me.I'm starting to think he's intentionally making the game worse than what it should be in order to keep the exclusive nature of the community intact so he and the community don't have to deal with moderating a forum of newby jackasses all day long, which is understandable, but of course, that's a debate for another time.
So, in an effort to help visualize the cities, I created a couple of "map overlays" that allow you to see a direct comparison between the abstracted maps we've seen so far, and what is actually in-game. I didn't know that this relationship is practically one-to-one, so the overlays ended up looking really nice.
I guess this style of forum doesn't let you include straight up HTML, so you can find said overlays here:
http://jreengusoccurring.blogspot.com/2011/12/city-map-overlays.html
3) A last, unrelated question, that may have already been answered (forgive me if it has) - Will we be getting caste-specific graphics soon?
Already have it.
Are you sure? AFAIK caste selectors for graphics didn't make it into 31.01, and I don't think they were added in subsequent releases.
So, in an effort to help visualize the cities, I created a couple of "map overlays" that allow you to see a direct comparison between the abstracted maps we've seen so far, and what is actually in-game. I didn't know that this relationship is practically one-to-one, so the overlays ended up looking really nice.
I guess this style of forum doesn't let you include straight up HTML, so you can find said overlays here:
http://jreengusoccurring.blogspot.com/2011/12/city-map-overlays.html
That's neat, but I thought those maps were 1-to-1...
3) A last, unrelated question, that may have already been answered (forgive me if it has) - Will we be getting caste-specific graphics soon?
Already have it.
Are you sure? AFAIK caste selectors for graphics didn't make it into 31.01, and I don't think they were added in subsequent releases.
In that different castes of the same creature (say, a dwarf for example) have different tiles? Yes.
In that different castes of the same creature (say, a dwarf for example) have different tiles? Yes.The question wasn't about tiles though, but about graphics.
The devlog has mentioned 'bad luck' curse before. If one is afflicted, is it possible to get better?Curses are permanent for the time being. Lifting curses has been talked about in DF Talk and a few of the answer posts, though, and is planned for the future.
What I was unclear on - is DEFAULT a generic caste of werebeasts or is it used in the same way as DEFAULT is used in graphics definitions?I'm pretty sure it's the default caste. It's the same format as other tags that select specific castes, and the xml export names the caste of casteless creatures as DEFAULT.
i.e. [DEFAULT:HUMIES:0:0:AS_IS:DEFAULT]
The difference is that one allows caste specification, while the other doesn't (if it did, we would have caste-level graphics, but we don't yet). I'm hoping you're right, as it was how I was planning to use the new tokens for dwarven "augmentation."
I kind of feel like I was unfairly lured into this game and community, and my money was taken for a cause that didn't really exist.
I kind of feel like I was unfairly lured into this game and community, and my money was taken for a cause that didn't really exist.
I normally don't go into contribution details, but since murlocdummy has become somewhat ridiculous, and the payments are recent, I've returned them. I've also banned his account to make it easier for him to move along to greener pastures.
I kind of feel like I was unfairly lured into this game and community, and my money was taken for a cause that didn't really exist.
I normally don't go into contribution details, but since murlocdummy has become somewhat ridiculous, and the payments are recent, I've returned them. I've also banned his account to make it easier for him to move along to greener pastures.
hahaha, niiiiiiice. he was like, the ultimate troll.
I see him more like someone who saw 20% of a great idea and wanted the other 80% of it to be just as great.
In a similar way to my relationship with Minecraft (except I complain a bit less).
THOUGH specifically calling me out before I even posted to say that I don't listen to him...
I have the sneeking suspicion that the correct course is to just instantly move on.
Are there going to be more complicated trade agreements than what we have now, based on the outside world? For example, the liaison might say, "Hey, Urist, I know this is kind of on short notice, but last Felsite old Bomrek III died and his son Solon IV ascended to the throne and declared war on the elves to the east, so we're getting our army set up, and we'll buy all the steel you can produce- at 150% the cover price."
Quote from: monk12Will trade embargoes be handled at some point in the Caravan Arc?
In those first releases? Probably not, since the listed releases just get the basics of caravans moving around at all and the ability to make basic agreements with them.
Let's not talk about a person who's been banned and can't defend themselves.
It's over now.
Let us instead talk about the possibility of possible Megabeast Mummies with curses that transform people into their half-breed children/kin.
Oooh! or possibly Megabeasts that instead of dying come back as some sort of corrupted version of themselves (I can imagine Titans doing that)
Though I believe right now... Powers cannot be mummies and there are no "sentient" Megabeasts and no "social" semimegabeast.
Let's not talk about a person who's been banned and can't defend themselves.
It's over now.
Let's not talk about a person who's been banned and can't defend themselves.
It's over now.
I'm just sad that someone like him can start off with a coherent enough argument (at least in part), then completely devolve into feeling ripped off because he made a voluntary donation to someone with extremely transparent development practices and pretty much nothing at all to hide. Christ, donating to DF isn't exactly an uninformed decision unless you really, really try hard not to try.
I have to agree... At first I didn't mind his alternative oppinions to the almost sardonic chants of the board (Is sardonic the correct word?).
I'm just mad Toady still hasn't used all the money I've funneled to him to put in tac nukes.
Is it/will it be possible for a single interaction to have multiple targets/means of selecting targets? For example, could I mod in an interaction that paralyzes a target on line-of-sight, but makes the caster dizzy/drowsy as a sort of backlash?
I'm just mad Toady still hasn't used all the money I've funneled to him to put in tac nukes.
well actually...if you edit the raws you can get the game to go all the way to 'The Age of Starcraft" and tac nukes are right beside tanks in the B screen....
Is it/will it be possible for a single interaction to have multiple targets/means of selecting targets? For example, could I mod in an interaction that paralyzes a target on line-of-sight, but makes the caster dizzy/drowsy as a sort of backlash?
It looks like interactions are set up to allow multiple targets with different effects for each. However, I'm not sure how an interaction would be made self-targeting. Shot in the dark, but maybe SELF instead of LINE_OF_SIGHT in the CDI:TARGET tag?
It's sort of weird how the interaction def is split between the INTERACTION block and the CE_CAN_DO_INTERACTION. I guess the idea is that certain interaction attributes only make sense when the interaction is being performed by a creature.
I also can't tell from those raws how "native" interactions are handled, i.e. a native ability to perform an interaction without getting the ability from a syndrome. Maybe creature effect (CE) stuff can just be included in a creature def as well as a syndrome def?
Is it/will it be possible for a single interaction to have multiple targets/means of selecting targets? For example, could I mod in an interaction that paralyzes a target on line-of-sight, but makes the caster dizzy/drowsy as a sort of backlash?
It looks like interactions are set up to allow multiple targets with different effects for each. However, I'm not sure how an interaction would be made self-targeting. Shot in the dark, but maybe SELF instead of LINE_OF_SIGHT in the CDI:TARGET tag?
It's sort of weird how the interaction def is split between the INTERACTION block and the CE_CAN_DO_INTERACTION. I guess the idea is that certain interaction attributes only make sense when the interaction is being performed by a creature.
I also can't tell from those raws how "native" interactions are handled, i.e. a native ability to perform an interaction without getting the ability from a syndrome. Maybe creature effect (CE) stuff can just be included in a creature def as well as a syndrome def?
EDIT: Ninja'd, though in an attempt to save face I must point out that Footie prolly was referring to non-attack/substance-based interactions, such as turtles retracting into their shells.
The rivers have ramps now, so you can get in and out of them, and the water is generally a bit more accessible.
adventurers traveling can get thirsty and hungry now and can last 5 and 30 days without, respectively, as things stand
This is more of a curiosity than anything I suppose, and a strange one at that, but...
Will substances other than food or drink nourish or quench adventurers, such as, for the sake of simplicity and the most likely thing I suspect some people to drink, blood? And if so, is it possible for any substances to do both?
Well, what I mean is, you can currently drink blood and such in adventure mode, and I'm curious as to whether or not that will actually do anything. Other than be a terrible diet.This is more of a curiosity than anything I suppose, and a strange one at that, but...
Will substances other than food or drink nourish or quench adventurers, such as, for the sake of simplicity and the most likely thing I suspect some people to drink, blood? And if so, is it possible for any substances to do both?
I suspect that blood, right now is still a contaminant, and not a liquid, so it cant be quaffed. Presumably, the Creature Raws will determine what you can eat for nourishment. So an example, goblins should be able to eat bones for nourishment.
I dont know if something can do both though.
Outside of giving the affects of indigesting the contaminant, I suspect nothing.Well, what I mean is, you can currently drink blood and such in adventure mode, and I'm curious as to whether or not that will actually do anything. Other than be a terrible diet.This is more of a curiosity than anything I suppose, and a strange one at that, but...
Will substances other than food or drink nourish or quench adventurers, such as, for the sake of simplicity and the most likely thing I suspect some people to drink, blood? And if so, is it possible for any substances to do both?
I suspect that blood, right now is still a contaminant, and not a liquid, so it cant be quaffed. Presumably, the Creature Raws will determine what you can eat for nourishment. So an example, goblins should be able to eat bones for nourishment.
I dont know if something can do both though.
This is more of a curiosity than anything I suppose, and a strange one at that, but...I saw a barrel of honeybee venom for sale in a shop today. I wonder if that would qualify as thirst-quenching? (along with all the random animal liquids in barrels)
Will substances other than food or drink nourish or quench adventurers, such as, for the sake of simplicity and the most likely thing I suspect some people to drink, blood? And if so, is it possible for any substances to do both?
Let's not talk about a person who's been banned and can't defend themselves.
It's over now.
I'm just sad that someone like him can start off with a coherent enough argument (at least in part), then completely devolve into feeling ripped off because he made a voluntary donation to someone with extremely transparent development practices and pretty much nothing at all to hide. Christ, donating to DF isn't exactly an uninformed decision unless you really, really try hard not to try.
This is more of a curiosity than anything I suppose, and a strange one at that, but...I saw a barrel of honeybee venom for sale in a shop today. I wonder if that would qualify as thirst-quenching? (along with all the random animal liquids in barrels)
Will substances other than food or drink nourish or quench adventurers, such as, for the sake of simplicity and the most likely thing I suspect some people to drink, blood? And if so, is it possible for any substances to do both?
Asking for a refund on a donation is... I don't know. I'm kind of paralyzed by the audacity of that!
He may have a good reason for it. Unless he wants the donation back simply because he isn't satisfied with the game no more... in which case I'd have to wonder if he does the same thing to the Salvation Army Santa Clauses.
Him: "Here's 5 bucks."
Santa: "Thank you, this will go to helping others."
Him: "Wait, you mean I don't get anything out of it? Give it back!"
That aside, I wonder what the improvements to the adventure trading screen will be...
I mean, I never really did any trading in adventure mode... I always just salvaged stuff from lairs and camps. Then I'd die in the process.
I imagine though with the new cities, tombs, dungeons, and catacombs I'll probably spend a good bit in adventure mode this time. Though I am also looking forward to the dwarf mode stuff, like historical migrants and the better unit screen. Then there's the stuff that affects both modes, vampires, were-creatures, and necromancers. It may not change the game drastically, but there is certainly going to be enough to keep me busy for while.
You know what, EmeraldWind? You were right about the latter portion about me. It really is because I'm dissatisfied with the game, and yes, I'd ask for money back from the Salvation Army Santa if I found out that the "helping others" bit actually means spending 99% of the money on paying Salvation Army Santa paychecks and overhead, causing a total effect of 10% of that money trickling down to the needy. In fact, I'd either ask for my money back or I'd stand right next to him with my own bell and start yelling at people on the street to stop giving to them, or at the very least start yelling in a very loud and audible voice for them to change their ways.
I kind of feel like I was unfairly lured into this game and community, and my money was taken for a cause that didn't really exist. The more I look at the community, the more I'm starting to wonder if that cause seemed to exist more in a statistical calculation of the proportion of potential DF players that would have been tricked into donating before finding out that the game isn't even playable to them and 90% of the general public. I thought I was donating to a good cause, the creation of a game that is the answer to Valve's over-popular main-streamized releases, Minecraft's endlessly addictive grinding, and Angry Birds' coffee break gaming. What I eventually found out was that the game's getting rave reviews from people who don't seem to have any real interest in making the game more accessible to the general public, there's an endless amount of mindless grinding just to do anything, and you'd have to take Angry Birds breaks just to prevent yourself from ripping your hair out.
As much as I like a close-knit community that isn't composed of 8 year old children calling you "fagget" every 3 seconds, I'd still prefer Toady to hire someone to help him with making the game more playable to its users, rather than trying to add on new content that undoubtedly more than 90% of players will never see.
The more I look at the devlog, the more I'm concerned that the previous problems with the game such as the AI and menu grinding are going to interfere in a game-breaking way. Sure there's going to be more content to explore, but knowing Toady's track record, I'll have to come to expect not only new problems, but the old problems causing even more issues than before. I know it's probably redundant, and most of the users on this thread have already either voiced or formulated their concerns, thoughts, and praise from Toady's last post, but I'll summarize them anyway.
-----------------------------------
Why does everyone keep saying that blood should be poisonous, made you ill or whatnot? Blood is actually completely edible and quite nourishing. It's more of a food than drink, though.
Oooh! or possibly Megabeasts that instead of dying come back as some sort of corrupted version of themselves (I can imagine Titans doing that)Actually, from the mummy raws, it does look that powers can be mummies. I'm assuming that the IT_FORBIDDEN:SUPERNATURAL in the were and vamp interactions prevents powers from getting those, but mummies lack that tag in the posted raws.
Though I believe right now... Powers cannot be mummies and there are no "sentient" Megabeasts and no "social" semimegabeast.
It looks like interactions are set up to allow multiple targets with different effects for each. However, I'm not sure how an interaction would be made self-targeting. Shot in the dark, but maybe SELF instead of LINE_OF_SIGHT in the CDI:TARGET tag?Toady mentioned when he was on the interaction interface that interactions should be able to target multiple creatures/corpses easily, so that should be possible. For the native interactions, I'm assuming that the is a separate CAN_DO_INTERACTION creature tag below which the CDI tags are written.
I also can't tell from those raws how "native" interactions are handled, i.e. a native ability to perform an interaction without getting the ability from a syndrome. Maybe creature effect (CE) stuff can just be included in a creature def as well as a syndrome def?
Do household items like pots and jars wear out or break? Will there be garbage middens for DF archaelogists to dig through?Toady has mentioned before that there is some decay of worldgen goods, but we haven't heard any details yet. It doesn't happen afterwards yet, of course. We probably won't see garbage/broken stuff for a while. Archeology was mentioned by Toady as something of a goal when the game was smaller (http://www.bay12forums.com/smf/index.php?topic=30026.msg582940#msg582940). I'm not sure what the current stance is there, though the Treasure Hunter and Explorer roles play into that idea.
Why does everyone keep saying that blood should be poisonous, made you ill or whatnot? Blood is actually completely edible and quite nourishing. It's more of a food than drink, though.Probably because it tends to be seen as gross. But yeah, since there's a number of blood-based foods, blood shouldn't be poisonous by default.
Do household items like pots and jars wear out or break? Will there be garbage middens for DF archaelogists to dig through?Toady has mentioned before that there is some decay of worldgen goods, but we haven't heard any details yet. It doesn't happen afterwards yet, of course. We probably won't see garbage/broken stuff for a while. Archeology was mentioned by Toady as something of a goal when the game was smaller (http://www.bay12forums.com/smf/index.php?topic=30026.msg582940#msg582940). I'm not sure what the current stance is there, though the Treasure Hunter and Explorer roles play into that idea.
Digging and stone constructions
Ability to dig out soil tiles
Buried boulders in some soils
Ability to pull up surface boulders
Sweet! Interaction tags! This already looks like it's going to be awesome some of the modding capabilities out there. I earnestly look forward to the next release.
The rivers have ramps now, so you can get in and out of them, and the water is generally a bit more accessible. Adventurers traveling can get thirsty and hungry now and can last 5 and 30 days without, respectively, as things stand, though if you don't take care of yourself your rolls will start to deteriorate after 8 hours. It'll drop you out of travel and prevent you from sleeping if you are nearly dead. I think I'm going to mess around with salt water a bit next, and perhaps adds some usable wells in places.
The rivers have ramps now, so you can get in and out of them
Why does everyone keep saying that blood should be poisonous, made you ill or whatnot? Blood is actually completely edible and quite nourishing. It's more of a food than drink, though.
Wait, doesn't drinking good of amounts blood over a longer time actually lead to an iron overdose? I think the human body has serious problems getting rid of excess iron from ingested stuff. Some animals might be adapted to that.
Why does everyone keep saying that blood should be poisonous, made you ill or whatnot? Blood is actually completely edible and quite nourishing. It's more of a food than drink, though.
Wait, doesn't drinking good of amounts blood over a longer time actually lead to an iron overdose? I think the human body has serious problems getting rid of excess iron from ingested stuff. Some animals might be adapted to that.
Drinking blood in regular DF adventure mode circunstances (IE spilled on your right out of whatever you just killed, or directly from the corpse) is actualy very dangerous though. For blood to be used as nutrition it needs to be prepared like most kind of animal products. Blood has a higher possibility of carrying diseases then actual flesh, plus there's the issue with iron overdose as he mentioned.
Using blood to hydrate and feed yourself is not unheard of though. Crusaders would sometimes bleed their horses to drink their blood if they got lost in the desert without water and food. I think the french resistance fighters did it as well but I'm not sure.
Mummies I (assume) have to be created by disturbing the tomb of some historical figure, which means they would need to be civ-linked in some way. Currently only worldgen demons qualify for this... which is actually incredibly awesome. I for one look forward to the curse of the mummified demon overlord.Oooh! or possibly Megabeasts that instead of dying come back as some sort of corrupted version of themselves (I can imagine Titans doing that)Actually, from the mummy raws, it does look that powers can be mummies. I'm assuming that the IT_FORBIDDEN:SUPERNATURAL in the were and vamp interactions prevents powers from getting those, but mummies lack that tag in the posted raws.
Though I believe right now... Powers cannot be mummies and there are no "sentient" Megabeasts and no "social" semimegabeast.
The new human towns look great. I'm excited.
I've heard about multi-tile trees and that you'd like mountainhomes to look more like player fortresses.
Could you go into more detail on the changes you'd like to make to mountainhomes, forest retreats, goblin towers, and maybe kobold dwellings?
I certainly understand that these kinds of things are still far off.
The new human towns look great. I'm excited.
I've heard about multi-tile trees and that you'd like mountainhomes to look more like player fortresses.
Could you go into more detail on the changes you'd like to make to mountainhomes, forest retreats, goblin towers, and maybe kobold dwellings?
I certainly understand that these kinds of things are still far off.
Nothing as of yet. Right now, its just human towns. Though by having human towns being more dynamic, means that fort, towers, and forest retreats will get reworked too.
Though when he's talked about working on those other cities, seem to be waiting for the fabled army arc.
* and elven retreats, but there wasn't anything there anyways.
When you say were-dwarves do you mean dwarves that turn into men?We've already talked about that for like three pages. We don't need to do it again.
Werewolf does not mean wolf-wolf. Of course a dwarf turning into a human at the full moon might be interesting, a perfect spy to infiltrate the rival human civs or perhaps an abomination cast out by both dwarves and men.
If you want to go Old English into it then it would be dweorg-wulf but dwarf-wolf might do. Were-dwarf makes me cringe. Unless you want to start calling werewolves into were-men in which case I could take that as an artistic licence.
When you say were-dwarves do you mean dwarves that turn into men?
Werewolf does not mean wolf-wolf. Of course a dwarf turning into a human at the full moon might be interesting, a perfect spy to infiltrate the rival human civs or perhaps an abomination cast out by both dwarves and men.
If you want to go Old English into it then it would be dweorg-wulf but dwarf-wolf might do. Were-dwarf makes me cringe. Unless you want to start calling werewolves into were-men in which case I could take that as an artistic licence.
Goodness this whole thing makes me morbidly curious on what Toady actually spends his donation money on.
But it is probably something boring like food and water.
The fewer spontaneously generated objects the betterWhy?
"objects that were not supposed to be created" - especially as it may be adamantine figurine or whatever else (it is my pure guess).QuoteThe fewer spontaneously generated objects the betterWhy?
For that matter, what does "spontaneously generated objects" mean in this context?
QuoteThe fewer spontaneously generated objects the betterWhy?
For that matter, what does "spontaneously generated objects" mean in this context?
Although, as far as I know, said goblin only becomes a historical figure at the moment it comes to your fortress. It will be taken from existing population pool but all the detailed history will be generated on the spot. Unless the goblin is somebody who had been made a historical figure before.QuoteThe fewer spontaneously generated objects the betterWhy?
For that matter, what does "spontaneously generated objects" mean in this context?
Items that are tacked-on; added from nowhere. This is opposed to items that arise from the natural mechanics of play.
A good analogy is the goblin invasions;
The current, spontaneous system has goblin invaders generated on the map boundary; except for the odd leader, they do not exist in the universe prior to the siege.
The planned, emergent system is to have Gobbo McGoblin be born in year X to parents Gobbo McGoblin Snr and Gobbo MsGoblin, of the noble line of McGoblin, train as a pikeman by killing dwarves in a number of clashes with the neighbouring civilisation, the Syrup of Boats, then get summoned to war against you and get thoughly smooshed by a degrinchinator. All of which is viewable in the legends.
You mentioned in the dev log entry that there were problems with too many bone crafts showing up in the village markets. Have you considered other industrial uses for bones other than as a crafting material, such as bonemeal, or as a secondary material in the pottery industry, such as bone ash?
And sock-wearing kobolds that have little coats and caps for some reason.Please don't change this. This is perfect.
Quote from: DevlogAnd sock-wearing kobolds that have little coats and caps for some reason.Please don't change this. This is perfect.
Goodness this whole thing makes me morbidly curious on what Toady actually spends his donation money on.
But it is probably something boring like food and water.
Well, the bigger ticket items are probably easy to figure out. Rent, and web space. Then Soda, then food.
After that, who knows. The New York Times articles described his abode as rather spartan.
You mentioned in the dev log entry that there were problems with too many bone crafts showing up in the village markets. Have you considered other industrial uses for bones other than as a crafting material, such as bonemeal, or as a secondary material in the pottery industry, such as bone ash?
Or, you know, let them just throw the bones away.
He means that there shouldn't be items that appear out of nowhere just so there are interesting things down in the sewers. Ideally, every item would come from someplace in worldgen.Thanks. I get it now.
But also, it has never been rare for bone to get thrown away unused. (http://en.wikipedia.org/wiki/Midden) I doubt it was ever common to go around collecting chicken bones from family homes.
Right but there is little mechanism for someone to go "Hey maybe it wouldn't be worthwhile to turn these chicken bones into rings and just throw it out" Except possibly a Production Possibilities curve.
More specifically, it sounds (from later devlog entries and his most recent post in this thread) that for now at least there is a static demand for all types of finished goods, and items in surplus of this get junked. From the player's perspective, this makes pretty much no difference, apart from meaning you probably can't wreck the economy by flooding the market with spoons or whatever (at least not anytime soon).Right but there is little mechanism for someone to go "Hey maybe it wouldn't be worthwhile to turn these chicken bones into rings and just throw it out" Except possibly a Production Possibilities curve.Or making bone craft production subject to demand, which was what it sounds like Toady did. (http://www.bay12games.com/dwarves/#2011-12-04)
...More specifically, it sounds (from later devlog entries and his most recent post in this thread) that for now at least there is a static demand for all types of finished goods, and items in surplus of this get junked. From the player's perspective, this makes pretty much no difference, apart from meaning you probably can't wreck the economy by flooding the market with spoons or whatever (at least not anytime soon).
Toady, you were worried the sewers lacked enough items. What about things like garbage discarded by the townspeople or accidentally washed down in floods etc? It might be fun to start on the bottom of the food chain (Say, as a kobold) and literally pick through trash to get by until I could start competing with my angrier neighbors.
Toady, you were worried the sewers lacked enough items. What about things like garbage discarded by the townspeople or accidentally washed down in floods etc? It might be fun to start on the bottom of the food chain (Say, as a kobold) and literally pick through trash to get by until I could start competing with my angrier neighbors.
If you kill a were-creature while in it's were-form does it's corpse change back?
Following from above: If one of your dwarves becomes a werewolf and gets killed how do they treat the corpse? Does it count as a dwarf corpse with burial? Can you butcher and have it eaten / leather made from it's skin?
Considering that the current werewolf creature has the CAN_LEARN tag, I would assume that the werebeasts generally will have it, as well, which would mean no butchery for dwarves. Since it would not be a dwarf corpse, the dwarves likely wouldn't bury it in a coffin. The were might not even return as a ghost, but don't quote me on that.Quote from: Khym Chanur1. Will body modification curses revert on death? That is, if a transformed werewolf is killed, will the corpse be a wolf or a human?Right now they don't revert, and I don't have further curses, though a visual ranged or non-visual ranged curse transfer could be modded in, or a poison curse transfer.
In the screenshots provided on the dev log, the river water was 2 z-levels below the town, so the sewers 1 z-level below the town wouldn't flood.I don't think that it's a result of the sewer, actually. The river being 2 z-levels (or more) down happens very often in the current version already.
hey guys, are there secret rooms in the dungeons or anywhere for that matter? I mean something like when normally you just see continuous wall, but if you look closer you might notice a hidden lever to open up a passage.Secret doors most likely won't be in this release, as Toady hasn't said anything about that. Similarly, it is unlikely that he has planned for them to be in the next few content releases. It is quite possible that an opportunity arises for them to come in due to some emergent feature addition or other, similar to the night creatures in this release. However, seeing that pyramids (re)-entered the game without secret doors coming in, the probably best opportunity has already passed. I suppose some manors could use them, but I wouldn't count on it.
Edit:
On second thought. I haven't found anything like that in the game, and don't recall if Toady said something about it. So..
Do You plan to add a "Secret Room" feature during caravan arc releases?
It now keeps track of all the former positions of historical figures by start/end year, so you can see those in the legends, and so I can mention the important points about a person on memorial slabs.
In part it is done (artifacts, date of death & birth, preferences, kill list)...Quote from: devlogIt now keeps track of all the former positions of historical figures by start/end year, so you can see those in the legends, and so I can mention the important points about a person on memorial slabs.
Ooh, that's pretty cool. This means we can actually have memorial slabs be interesting, instead of just a name.
fixed some catacombs that managed to exit out into the ocean and fill with water
. . . It now keeps track of all the former positions of historical figures by start/end year . . .Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
I think you are misunderstanding what Toady said there. He's talking about positions of people, not of items during play (and I'm not fully certain, but he might be talking entity positions rather than location - though the game already tracks the former, he might make it more clear in legends mode or something).Quote. . . It now keeps track of all the former positions of historical figures by start/end year . . .Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
Even if it is just the corpses that keep their stuff/don't move around, that would be cool.
I think you are misunderstanding what Toady said there. He's talking about positions of people, not of items during play (and I'm not fully certain, but he might be talking entity positions rather than location - though the game already tracks the former, he might make it more clear in legends mode or something).Quote. . . It now keeps track of all the former positions of historical figures by start/end year . . .Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
Even if it is just the corpses that keep their stuff/don't move around, that would be cool.
He did also write he fixed a problem with adventurer equipment in the dungeons. . . I can't think of another problem besides it wandering away from dead adventurers on its own.I think you are misunderstanding what Toady said there. He's talking about positions of people, not of items during play (and I'm not fully certain, but he might be talking entity positions rather than location - though the game already tracks the former, he might make it more clear in legends mode or something).Quote. . . It now keeps track of all the former positions of historical figures by start/end year . . .Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
Even if it is just the corpses that keep their stuff/don't move around, that would be cool.
Yeah, I'm pretty sure it's entity positions and not "Lived in Fishtown" per se.
Urist Rustytongues (b. 612 d. 629)
Named Broker of Maimedchannels on 12 Felsite 627
Replaced as Broker of Maimedchannels on 24 Felsite 627 (when the usual broker finished his nap)
Drowned 3 Malachite 629
He did also write he fixed a problem with adventurer equipment in the dungeons. . . I can't think of another problem besides it wandering away from dead adventurers on its own.From the top of my head - The generated equipment might not respect the adventurer's skills. The quality might not reflect the adventurer's skill level as it does with living adventurers. The equipment might be generated from a wrong entity definition (potentially according to local culture rather than home culture if adventurer traveled there from elsewhere). The armor and clothing might be generated at the wrong size. Then there might be problems we might not quite perceive as problems, such as not reflecting the adventurer's history properly (such as wolf bone crafts for an adventurer who slew tons of wolves before being gutted by a sewer kobold).
such as wolf bone crafts for an adventurer who slew tons of wolves before being gutted by a sewer kobold.
As optimization is coming, after fixing new bugs and before fixing old bugs - I may wait till February 2013.Not unless Toady finds a way to optimize optimization.
Is there anything that (has been|will be) done about whips, lashes, and scourges?AFAIK nothing and probably nothing will be done with it any time soon. If you get lucky, maybe it will be taken care of in some bugfix round after this major release. If not, well, you can wait year or two, right?
Is there anything that (has been|will be) done about whips, lashes, and scourges? It's still a little ridiculous that my full-adamantine-plate-champions have to cower in terror from a common goblin lasher because he has a lightsaber.We might see some combat fixes to the raw numbers when we goes in for the more combat stuff in Release 8. With the combat move/speed split. But nothing for this release.
Multithread the optimization code, then run it through a profiler and WinRAR it (double compression) a few times. Guaranteed to squeak out a solid 10 FPS gainAs optimization is coming, after fixing new bugs and before fixing old bugs - I may wait till February 2013.Not unless Toady finds a way to optimize optimization.
Toady after reading the latest devlog entry i was wondering if only the blood of intelligent creatures work or if you could suck out a bunny or a boar. Secondly i wonder what would happen if you suck the blood of a creature that has an interaction linked to its blood?Oh gods let it be just like other drinking-... That'd be neat. Perhaps we could someday even look forward to setting nutritional values for all kinds of stuff.
And the hostility thing-... Toady said that, in fortress mode, the vamp has to be found out first. I'm guessing the same goes for adv.
Toady after reading the latest devlog entry i was wondering if only the blood of intelligent creatures work or if you could suck out a bunny or a boar. Secondly i wonder what would happen if you suck the blood of a creature that has an interaction linked to its blood?
http://bay12games.com/dwarves/#2011-06-02
I started the vampire process by adding ingestion syndromes. These'll be used to give the option to make drinking a vampire's blood a way to pass along the curse, but since it looks at item materials and contaminants and so on, when we get to poisoned apples/alchemy/etc./etc. that'll work without any additional fiddling. It should also simplify some modding workarounds (any added food material or liquid material can be given ingestion syndromes).
The question is if "Bloodsucking" counts as ingestion or as something different.
Hmmm, time to add in an effect to vampire blood so that drinking it, as a vampire, will cause nasty things to happen.Nonsense. We should encourage vampire cannibalism somehow.
Alternatively, vampire cannibals could just be given an effect that makes them rather obvious. Such as an uncontrollable tendency to glitter...
Not sure about sucking animal blood to satisfy your vampirism thoughWatership Down all around and not a drop to drink, that's what I call rabbit starvation (http://http://en.wikipedia.org/wiki/Rabbit_starvation).
What about, say, chopping off someone's arm and drinking the blood that spills on the ground?
When testing if you can get Vampirism from the blood, Toady stated he was in Arena mode, his adventure licked the blood splatter.What about, say, chopping off someone's arm and drinking the blood that spills on the ground?
If it doesn't work with a corpse, it definitely won't work with a blood spatter.
Multithread the optimization code, then run it through a profiler and WinRAR it (double compression) a few times. Guaranteed to squeak out a solid 10 FPS gainThis is joke, right? Right?
When testing if you can get Vampirism from the blood, Toady stated he was in Arena mode, his adventure licked the blood splatter.What about, say, chopping off someone's arm and drinking the blood that spills on the ground?
If it doesn't work with a corpse, it definitely won't work with a blood spatter.
^^^ yesAfter rereading it, that does sound like what Sizik did mean.When testing if you can get Vampirism from the blood, Toady stated he was in Arena mode, his adventure licked the blood splatter.What about, say, chopping off someone's arm and drinking the blood that spills on the ground?
If it doesn't work with a corpse, it definitely won't work with a blood spatter.
I thought Sizik meant drinking blood for the purpose of satisfying vampiric thirst, not contracting vampirism.
Did a bunch of tweaks with undead naming in world gen, and next up I'll be extending that throughout the game, so that any interaction syndrome can provide a name like "vampire", "mummy", etc. (or whatever you want for mods).
My question would be, Why do they have to be unconscious? I mean if you're fighting someone one-on-one, seems likely that you'd be able to grapple them and then bite into them.
Quote from: CruxadorWhat happens if all of your dwarves are vampires? Do they feed off each other?
They only feed on sleeping people, and the vampires don't sleep. So they'd have to wait for dinner to move in. Then they'd probably go a bit piranha on it when it decides to sleep.Quote from: ShinotsaCan dwarfs fight back while being fed on and do vampires avoid military/strong dwarfs? I'd hate to lose my militia commander to the weird guy nobody likes. If they can fight back what skills dictate whether they'll wake up? Will it be an awareness thing, or just a struggle when they are bitten?
The victims are sleeping so nothing dramatic happens. I originally wanted to have a wider range of feeding encounters, but we've inhabited a time-squeezed process for a while and this was less fussy.
QuoteDid a bunch of tweaks with undead naming in world gen, and next up I'll be extending that throughout the game, so that any interaction syndrome can provide a name like "vampire", "mummy", etc. (or whatever you want for mods).
Will this cause creatures to be referred as the syndrome provided name in Legends mode and engravings (like how King Urist is noted as being a Night Hag Spouse for his entire history) or will the Legends display the original creature type?
I stopped the town's citizens from giving kobolds and beasts in the dungeons dignified burials when they happened to die from old age.
If it happens that a vampire feeding on a person turns their entity hostile, adventurer mode justice will have to move up in priority.
I thought that was the point of the new sheriff reporting tasks: vampirism would go unnoticed until it was noticed, then wouldn't necessarily be linked to a specific individual.
So one could remain friendly to the civ while drinking it dry/killing them all in their sleep.
And the hostility thing-... Toady said that, in fortress mode, the vamp has to be found out first. I'm guessing the same goes for adv.
I doubt that. An Adv Mode justice revamp would have been a major undertaking in its own right, and we haven't heard about it.
QuoteDid a bunch of tweaks with undead naming in world gen, and next up I'll be extending that throughout the game, so that any interaction syndrome can provide a name like "vampire", "mummy", etc. (or whatever you want for mods).
Will this cause creatures to be referred as the syndrome provided name in Legends mode and engravings (like how King Urist is noted as being a Night Hag Spouse for his entire history) or will the Legends display the original creature type?
The original night creatures that do the monstrous conversion stuff haven't yet been upgraded to use the new interaction system, so that change won't affect them.
Lutefisk (http://en.wikipedia.org/wiki/Lutefisk)sounds awful.
Why is it not in dwarf fortress?
Lutefisk (http://en.wikipedia.org/wiki/Lutefisk)sounds awful.Theres most likely a way to mod it in as fish cheese....
Why is it not in dwarf fortress?
Lutefisk (http://en.wikipedia.org/wiki/Lutefisk)sounds awful.
Why is it not in dwarf fortress?
Lutefisk (http://en.wikipedia.org/wiki/Lutefisk)sounds awful.
Why is it not in dwarf fortress?
It doesn't sound that bad. It is only fish soaked in lye, like olives. Thems are inedible until soaked in lye.
Lutefisk (http://en.wikipedia.org/wiki/Lutefisk)sounds awful.Theres most likely a way to mod it in as fish cheese....
Why is it not in dwarf fortress?
Lutefisk (http://en.wikipedia.org/wiki/Lutefisk)sounds awful.
Why is it not in dwarf fortress?
No one vouched for it during the animal drive.
It doesn't sound that bad. It is only fish soaked in lye, like olives. Thems are inedible until soaked in lye.
Conversely, lutefisk is soaked in lye until inedible.
I think for Christmas Toadyone should add Raindeermen and have them make little tribes with a passion for toy making in their blood.
Wait, honey bee venom-coated blowdarts? Does this mean applying poison to weapons is now possible via interactions?No, it's something the animalmen are supposed to be doing already (I haven't seen any for quite a while, so I can't say whether they actually do).
As for why people may tollerate deadly animalmen in their sewers. There can be many reasons for this.4) Maybe for the same reason there are trolls under the bridge?
1) They keep the rat population low
2) They don't bother anyone who doesn't go down while maintaining the sewers
3) They are more dangerous then the town can muster a force to deal with.
As English is not my first language, I don't quite understand what the following means: "Despite soaping out my insides"
Anybody cares to explain it to me?
to the point it is poisonous and needs to be washed before you can eat it. Traditional Nordic dish.I see. That would make sense.
I see that toady encountered the flying frozen river bug. I've met that one.
The Christmas devlog entry brings good tidings! The steady progress through the dungeon issues has been really encouraging.
The Christmas devlog entry brings good tidings! The steady progress through the dungeon issues has been really encouraging.Indeed it has! It gives me hope for the mid-January release date, despite my cynicism.
The Christmas devlog entry brings good tidings! The steady progress through the dungeon issues has been really encouraging.Indeed it has! It gives me hope for the mid-January release date, despite my cynicism.
Bug 0003169:
Players retain hope for an on-schedule release.
Then I test-embarked in a different town, and bandit leaders were embedded in the walls, dungeon rooms came up through the street and into the center of stores, the sewers were completely inaccessible, amphibian men were hanging out in a farm house and a gigantic frozen river of ice raised up from the ground and partitioned the town except where the bridges cut tunnels through it. I fixed all of those problems to get back where I thought I was when I started.I've read this several times and I still can't find these problems you men- Oh. Those things were unintentional. :P
Quote from: DevlogThen I test-embarked in a different town, and bandit leaders were embedded in the walls, dungeon rooms came up through the street and into the center of stores, the sewers were completely inaccessible, amphibian men were hanging out in a farm house and a gigantic frozen river of ice raised up from the ground and partitioned the town except where the bridges cut tunnels through it. I fixed all of those problems to get back where I thought I was when I started.I've read this several times and I still can't find these problems you men- Oh. Those things were unintentional. :P
I'm not sure if this is the appropriate place for this, but I'd like to have an option to 'turn away' waves of migrants. Sometimes, a dozen idle craftdwarves is enough, you know?
Hmmm, I don't know if this has been asked yet, but do vampires necessarily require fresh blood? Of a sentient being? Because merchants have barrels and barrels of various types of blood, but I don't know a single use for any of it. Maybe I could, in future, stock up on it for the sake of my potential night-dwelling population?
Will you add bleeding out animals into barrels to the butchershop chores?
Will harvesting blood from forgotten monstrosities be possible via such a job?
Willsymptoms (*)syndromes be carried by blood harvested into barrels?
You can throw them into a pond and have your dwarves bathe in the bloody mess.1. & 2. There been no changes to the butchery jobs mention in the Dev Log.
(or have them drink from it)
Besides that, I've not thought of any other use for barrels of blood either. :)
Will you add bleeding out animals into barrels to the butchershop chores?
Will harvesting blood from forgotten monstrosities be possible via such a job?
Willsymptoms (*)syndromes be carried by blood harvested into barrels?
(*) I forget the word used for effects caused by contact poisons etc.
Using a barrel of X to trap a doorway would be cool. SpyvSpy style! hehe
... made rivers (not brooks) block movement, and added a little valid travel direction indicator. When necessary, you can jump out of travel and swim across a stream with your buddies, and it can also be a good time to refill your waterskin.
It is still dangerous to cross rivers if you don't have swimming skill?
Specifically, do you still have to Alt-move down into the river in order to survive at all, as moving "straight" over the river results in you falling in and getting stunned?Well, Toady talked about how rivers ramps along it sides are far more common, to allow for less dangerous filling of your water skins. So that might be a moot issue.
There also needs to be some way to hold your breath, so experienced swimmers don't drown after swimming down one z-level.
http://www.bay12games.com/dwarves/#2011-12-28Quote from: Toady One... made rivers (not brooks) block movement, and added a little valid travel direction indicator. When necessary, you can jump out of travel and swim across a stream with your buddies, and it can also be a good time to refill your waterskin.
DF is now the Oregon Trail. Have fun fording the river. ;D
You mentioned a couple days ago that rivers have ramps for edges now. Will companions follow adventures into the water, or can we still lose them by hopping into a river and swimming a little down stream?Since Toady mentioned that you could "swim across a stream with your buddies", I'd assume that your companions do follow.
Can vampires, necromancers, and other powerful night creatures come to rule goblin civilizations? If not, why not?We haven't heard anything yet, so presumably no. The why not probably boils down to "time and priority", but as far as in-universe reasons, necromancers inevitably become antisocial right now, weres always become monsters, vampires don't arise among goblins (meaning that if they do take over a civ, it'll be a human one), and mummies lack worldgen disturbance events.
If a child gets turned into a vampire and shows up at your fortress, will the goblins be able to kidnap the vampire?
If a child gets turned into a vampire and shows up at your fortress, will the goblins be able to kidnap the vampire?[/color]
That'd be hilarious.
This made me wonder: in the case of a ruler being a vampire. What happens when it is exposed? Will the justice system apply to the ruler or will the ruler be immune. (say by inherent immunity to justice or mandating vampyrism to be allowed)Can vampires, necromancers, and other powerful night creatures come to rule goblin civilizations? If not, why not?We haven't heard anything yet, so presumably no. The why not probably boils down to "time and priority", but as far as in-universe reasons, necromancers inevitably become antisocial right now, weres always become monsters, vampires don't arise among goblins (meaning that if they do take over a civ, it'll be a human one), and mummies lack worldgen disturbance events.
I was under the impression that the fact that "drowning" is not instantaneous was the DF version of "holding your breath". Are we talking about a breath meter or something here? Because otherwise I can't really see how holding your breath is (gamewise) any different from drowning taking time.I used to think drowning negated the swimming skill...
As I recall, goblin towers used to be full of slaves - mostly children. I suspect that they were just generated on-the-fly though.Nah, those were indeed historical figures (or their children). When that reliably happened, there weren't any abstract entity populations yet. Would be nice if they could kidnap from the entity populations though (and other events targeting historical figures). For that matter, I suspect that children don't get generated on the fly (ed - that is, for entity populations; obviously they are generated as migrants).
If a child gets turned into a vampire and shows up at your fortress, will the goblins be able to kidnap the vampire?I think that'll boil down to how Identities are respected by the rest of the game. If Identities are 100% in, then goblins kidnappers should see the Vamp Kid, as its Identity, not what it actually is. I bet for now, only the Fort Dorfs (and world gen) can recognize the Identity for now. Time and Priority thing.
Humans no longer create towns or villages in world gen away from rivers/brooks or aquifersIt there anyone on this forum with knowledge of how frequently there were real-life historical settlements that were away from rivers, brooks, and aquifers. I'm thinking Las Vegas, but since it's a modern city, that should be all right.
Unless you've turned aquifers off, there will almost always be one near the coastline. If you did turn them off... well, you're playing a custom game, so some things might be weird.QuoteHumans no longer create towns or villages in world gen away from rivers/brooks or aquifersIt there anyone on this forum with knowledge of how frequently there were real-life historical settlements that were away from rivers, brooks, and aquifers. I'm thinking Las Vegas, but since it's a modern city, that should be all right.
Also, humans make settlements on the coastline? I doesn't seem to fit into the "rivers, brooks, or aquifers", but it's not like there's no water on the coastline. I'm not making it green, since I think it was answered somewhere (is it on the same list as Mountainhome, forests, and towers?), but I still want to make sure.
I realize I may have been unclear, (or I might have misunderstood you) but I meant ON the coastline. That means with the Ocean/Sea in sight. And I also meant in the upcoming version. I didn't see Toady post any screenshots with Sea in them, so I guess not.Unless you've turned aquifers off, there will almost always be one near the coastline. If you did turn them off... well, you're playing a custom game, so some things might be weird.QuoteHumans no longer create towns or villages in world gen away from rivers/brooks or aquifersAlso, humans make settlements on the coastline? I doesn't seem to fit into the "rivers, brooks, or aquifers", but it's not like there's no water on the coastline. I'm not making it green, since I think it was answered somewhere (is it on the same list as Mountainhome, forests, and towers?), but I still want to make sure.
Unless you've turned aquifers off, there will almost always be one near the coastline. If you did turn them off... well, you're playing a custom game, so some things might be weird.
I was under the impression that the fact that "drowning" is not instantaneous was the DF version of "holding your breath". Are we talking about a breath meter or something here? Because otherwise I can't really see how holding your breath is (gamewise) any different from drowning taking time.
Aren't coastal aquifers salty, and thus useless for watersources?
Aren't coastal aquifers salty, and thus useless for watersources?
they are in game but I'm pretty sure that irl coastal aquifers are normally fresh water
Aren't coastal aquifers salty, and thus useless for watersources?
they are in game but I'm pretty sure that irl coastal aquifers are normally fresh water
http://en.wikipedia.org/wiki/Aquifer#Saltwater_intrusion
Aren't coastal aquifers salty, and thus useless for watersources?
they are in game but I'm pretty sure that irl coastal aquifers are normally fresh water
http://en.wikipedia.org/wiki/Aquifer#Saltwater_intrusion
a. Given that we're able to designate fortifications on constructed walls, are we at some point going to be able to engrave constructed walls and floors as well? I'd be really pleased about being able to do this.Still not, no. The problems are still the same as before, and to prevent this thread to be derailed by another discussion on the subject please look one such discussion up.
b. I'm noticing right now that the randomly generated night beasts (like gloom creatures, horrors of evil, etc.) tend to heap death and destruction upon dwarven civilizations, leaving none of them with any living members until an enterprising player comes along with his newly-created seven dwarves and rebuilds dwarven society from scratch with migrant waves. Is this tendency going to be toned back in future versions?The night creatures aren't responsible for this. Toady took the generation of dwarven cities out some time ago because the current progress conflicted with it; of course they'll be back after getting as much love as human cities. Perhaps a little less.
It depends on toughness a lot. And yes, it should give more time if you aren't doing anything strenuous, but if you're swimming or fighting, 25 turns (what are they, seconds? three-second intervals?) looks like realistic for a person of moderate toughness.I can survive more than 25 seconds (DF Adventure 'ticks' by means of day calculation) underwater, and most people can. If we use 2m as our step width, it actually takes more like 11 ticks just to move one square without water interfering. I would suggest more like 120 ticks (2 minutes) underwater, which allows an unexperienced swimmer to move 5 or so squares underwater.
QuoteHumans no longer create towns or villages in world gen away from rivers/brooks or aquifersIt there anyone on this forum with knowledge of how frequently there were real-life historical settlements that were away from rivers, brooks, and aquifers. I'm thinking Las Vegas, but since it's a modern city, that should be all right.
a. Given that we're able to designate fortifications on constructed walls, are we at some point going to be able to engrave constructed walls and floors as well? I'd be really pleased about being able to do this.
Quote from: JoshuaFHHey, you know how it's possible to engrave floors? Well, what if I don't LIKE whatever material the floor is? As it stands, I can place artificial floors down with other materials, but not artificial engravings ontop of the natural floors! Will this change in the future? I want my entire fortress to adhere to ONE color scheme!
can I engrave those constructed floors in the future?
I always thought of engraving lots of blocks as sort of weird, at least for a large engraving. You'll probably be allowed to place larger engraved panels later.
If you have specific questions, I'll try to answer them all, although it is difficult to respond to everything when it is busy. I'll lean toward questions that involve current developments to avoid pulling the entire suggestion forum in here. In the past, we've all found the practice of making questions green works pretty well. You do that like this:Code: [Select][color=limegreen]making questions green[/color]
b. I'm noticing right now that the randomly generated night beasts (like gloom creatures, horrors of evil, etc.) tend to heap death and destruction upon dwarven civilizations, leaving none of them with any living members until an enterprising player comes along with his newly-created seven dwarves and rebuilds dwarven society from scratch with migrant waves. Is this tendency going to be toned back in future versions?The night creatures aren't responsible for this. Toady took the generation of dwarven cities out some time ago because the current progress conflicted with it; of course they'll be back after getting as much love as human cities. Perhaps a little less.
there was a well with a bucket that was lowered down through an open tomb filled with skeletons into a pool in the center of the grimy room
Quote from: Devlogthere was a well with a bucket that was lowered down through an open tomb filled with skeletons into a pool in the center of the grimy room
This isn't a bug. It was clearly a feature waiting to happen.
Quote from: Devlogthere was a well with a bucket that was lowered down through an open tomb filled with skeletons into a pool in the center of the grimy room
This isn't a bug. It was clearly a feature waiting to happen.
Next the skeletons need to be able to climb up the rope and attack the town.hums: There's a ghoul in my bucket, dear Liza, a ghoul.
It'd be nice if town generation was indeed iterative, and went on for a few years. Size and some other parameters could be generated and stored by the map generator, and unfolded into a proper, multi-stage town when someone looks at it.
This new year promises to start off with a bang! New night creatures, cities, and magic, followed by a new attack on the peskiest of bugs.
Necromancy is a type of magic.
Not to mention interactions in general are basically magic without the really mystical sphere-involved transdimensional stuff that literally rewrites the laws of physics.
Not to mention interactions in general are basically magic without the really mystical sphere-involved transdimensional stuff that literally rewrites the laws of physics.
I suppose that's the stuff I'm waiting for. I'm looking forward to seeing how Toady pulls it off, since it's DF after all. Magic is going to be very interesting indeed.
Will a vampire be able to drink from their sleeping travel rations...I mean companions?Ooh, that's a good question. I bet the answer is tied to weather or not, you can also attack your companions. If you can do that, then I bet you can suck them dry too.
Obviously said walking blood supply would turn hostile, along with the entire offended entity. Desperate times call for desperate measures, however.
...and the framework lets things like random stone/metals go in for free later.
My first test took place in the Fields of Doom, and the buggy mist caught the wagon on fire and melted all the badgers.
My first test took place in the Fields of Doom, and the buggy mist caught the wagon on fire and melted all the badgers.
It should be interesting to see how other forumites deal with the possibility that gas could creep in from the caverns and kill everyone...Naturally the first response would be to weaponise the mist using none other than the finest of dwarven !!SCIENCE!!
I love the idea of random generated clouds of evil as everyone else, but please Toady, keep your focus!
I love the idea of random generated clouds of evil as everyone else, but please Toady, keep your focus!Come on think how awesome it'd be to have a nice fledgling fort going strong and then a wave of faint yellow fog comes creeping in from the east. You don't know what it does so you send a dwarf in toinvestigate. His eyeballs melt his skin rots off and bleeds to death little more then a skeleton. And the he starts to move. So you have to quickly build a hacth cover to seal off your fort to stop the zombie gas from coming in the stair well. or if you are building above ground you have to lock all the doors an make sure the walls a high enough and that no one goes outside into the lethal murk, and a lone crossbowdwarf is stuck atop the highest tower unable to descend as the fatal gloom has penetrated the very fortification meant to protct him. Can you honestly say that isn't worth a week or two of added waiting. Good thing come to those who wait.
While I like the idea of randomly generated metals, there is a lot of "grey blob" area on this one.
If there was some obvious reason for the randomly generated whatever to be randomly generated, then awesome, but right now it would just kinda suck because they would be pointlessly differentiated. Who cares if there is another kind of copper in the world? I suspect the reason that random-minerals-and-metals aren't already included in the game is that before it is worthwhile, they need to be different in some meaningful or useful way. The gases on the other hand, have syndromes attached to them, so that makes sense already. Blisterfog and Vomitfog are different.
Randomly generated mists that sets the wagon on fire and melts badgers?Nah, they are magical. ;)
The 'bugs' that this game produces are awesome on an astronomical level.
Randomly generated mists that sets the wagon on fire and melts badgers?Nah, they are magical. ;)
The 'bugs' that this game produces are awesome on an astronomical level.
--
This "blue copper" only to be found in small structures deep in the earth where they inproson these creatures that are alergic to it's touch?
will this 'randomized material' system be tied within the reactions and within the job manager for reactionless workshops?
or are those going to be used just for FB and curses and stuff outside the reach of a fortress?
will this 'randomized material' system be tied within the reactions and within the job manager for reactionless workshops?
or are those going to be used just for FB and curses and stuff outside the reach of a fortress?
You may have to explain this question a little more. I'm not sure what "be tied within the reactions and within the job manager" means.
and incorporation of Baughn's fixes to the SDL stuff
http://lmgtfy.com/?q=dwarf+fortress+bug+tracker+changelog
- 0003246: [TrueType] TrueType: Some dwarves' names are cut off at diacritics, other diacritics are turned into blocks (Baughn) - resolved.
- 0003762: [TrueType] Crash on moving (k) cursor over certain spatters with TrueType (long names?) (Baughn) - resolved.
This will probably be answered by the devlog before Toady answers questions here, but if burning and melting things isn't intended behavior for the mist, what is it supposed to be doing?Given the context, I'm going to go with delivering curses/syndromes. Like, rotting your eyes out, turning you into frogs, giving you blisters...
It didn't even work out right with the rodent man blood -- the indexing was screwed up, and we ended up with "a dusting of rodent man skin"... dandruff snow. Less Slayer and more Breakfast Club than we wanted, but at least I sorted that part out.
I must say embarking in a region which rains elf blood sounds quite lovely.
More importantly, will there be regions where it rains BEER?
More importantly, will there be regions where it rains BEER?
Toady, if there are vampires, and there are places in the world where it freely rains blood (human, elven or dwarven), wouldn't a vampire find more sense in going to such a place and living happily ever after rather than dangerously hunting other people while they sleep ?
Hmmm, I don't know if this has been asked yet, but do vampires necessarily require fresh blood? Of a sentient being? Because merchants have barrels and barrels of various types of blood, but I don't know a single use for any of it. Maybe I could, in future, stock up on it for the sake of my potential night-dwelling population?
I believe it's the actual drinking-warm-blood-from-a-sleeping-person thing that quenches the bloodthirstiness, not just ingestion of blood per se.
There isn't a blood counterpart of the water cycle.Let's do something about it.
One of the best devlogs I ever read! Raining blood...It's in an evil area. Blood rain and the like makes it Evil due to the ambiance.
But what's the logic behind blood raining? There isn't a blood counterpart of the water cycle. The only reason I can think is that armok wants to have fun.
I imagine that you know whose blood it is by looking at the description of what is coating your skin after it rains down on you.
Even then at most you could determine visually is the probable group of speciesI imagine that you know whose blood it is by looking at the description of what is coating your skin after it rains down on you.
Well you need to "enhance" your vision a few times before you can see the shape of blood cells on your own skin.
Well we arn't even talking about genuin human blood anyhow. We are talking about artificial blood given off by a raincloud.
I think at some point here we are allowed to call it just "blood"
Is the regional mist omnipresent or does it show up periodically, like rain?
Is it going to be possible to embark on top of sites in the new release?
Quote from: AquillionWith this... would it be possible to easily add an init option or worldgen parameter to re-enable dwarves embarking on top of other people's sites? I'm curious whether this would make the game respond 'properly' now if dwarves try to embark on a dark fortress or somesuch, making for something interesting.
Actually, would it be possible to allow the dwarves to embark on 'hostile' sites in general in the main game, as long as there's no friendly population there? It seems like "deal with the undead, then settle in their tower" could be a fun (and challenging) way to start a fortress.
Adding an init option wouldn't make the game respond any better than it was when it was broken, so I think I'm misunderstanding something. There's something fundamentally silly about allowing those embarks, but I don't have a problem with the init option in principle. But it takes time to make sure that everybody is properly hostile in that artificial environment, so I haven't been eager to fix it up. That said, we've been toying with the idea of allowing some embarks on thoroughly bad places. We'll see what happens.
Are walls and tunnels going to be included in the next release as well as roads? By this I mean the worldgen walls that are an option in the entity preferences as of DF2011.
You're referring to the WORLD_CONSTRUCTION (http://df.magmawiki.com/index.php/DF2010:Entity_token#Placement) entity token? WALL was a placeholder when implemented, (http://www.bay12forums.com/smf/index.php?topic=21418.msg230422#msg230422) but since we have walled settlements in the current version, you can probably test for yourself whether WALL now controls that behavior.I'm guessing that it doesn't. Just like roads do connect different sites and tunnels used to do so, I'm assuming that those walls were supposed to exist beyond the boundaries of sites - more on the scale of the Great Wall of China than that of city walls. Thus world construction.
I loved the idea of tunnels - I used to imagine that in the future they would be used as starting points for entire underground cities without access to the outside.
Rainseeker: Okay, XSI asks: [8]'Dwarven strongholds seem to have tunnels between them, would it be possible to eventually make one of those in fortress mode; probably useful to get migrants and dwarf caravans while being sieged?'
Toady: I think there's a dev item on that, I don't know if it was called 'deep outposts' or something like that, and I think it originally sprang forth from a suggestion someone posted so there's probably a few posts on it as well. We're definitely for that; the issues that arise are the same issues that always arise when you have off-site sites. How do you connect it up? How does digging commence off map? And the same thing would go to like building an aboveground wall, or aboveground roads and that kind of thing; how do you build that site when your view is restricted to a single fortress? But I think those questions are just a matter of making a good decision about it; I don't think that they're super hard and we're definitely planning to do that, especially because those tunnels are there. The fact that the tunnels are there is one of those things that kind of demands satisfaction in terms of actually being able to do it yourself or getting rid of them. So it's just a matter of ... Right now you can't designate digging on the edge of your map, and if you can designate 'I want to dig there, I want to dig a tunnel' then that's got to be some kind of special requirement or you have to have say five or six miners leave the map and do that digging for you and it's going to tie into a number of things. It's going to tie into having little - like when you become a capital - having outposts outside of your map and sending armies off the map, having those larger populations that we talked about last time; all of it ties in again to that kind of thing so I imagine those questions will start to be answered around that time.
Quote from: MephansterasI've been wondering what your idea of a Hill Dwarf settlement is. Do you have a specific idea in mind right now for what those settlements will look like, or is that something you haven't really gotten too far into thinking about yet? The dwarven ability to combine above and below ground aspects seems like it lends itself to a lot of variation.
Yeah, and hill dwarf is just a name, since the settlements external to your fort will also possibly include deep groups you've sent to colonize the underground layers which could be massively cave-adapted and somewhat alien, in addition to others along the mountains rather than in lower-lying lands. We don't really have specific images in mind though. For the low-lying ones, we don't want it to end up human, but we don't want it to exactly be hobbity either, since that would be sort of a hack job. Perhaps most of their farming would still be underground, as odd and disrespectful of the sun as that is. I'm not sure what the main restrictions are... that it can't be more fortressy than your fort, I suppose, although it could be more wally.
Toady, if there are vampires, and there are places in the world where it freely rains blood (human, elven or dwarven), wouldn't a vampire find more sense in going to such a place and living happily ever after rather than dangerously hunting other people while they sleep ?Hmmm, I don't know if this has been asked yet, but do vampires necessarily require fresh blood? Of a sentient being? Because merchants have barrels and barrels of various types of blood, but I don't know a single use for any of it. Maybe I could, in future, stock up on it for the sake of my potential night-dwelling population?
I believe it's the actual drinking-warm-blood-from-a-sleeping-person thing that quenches the bloodthirstiness, not just ingestion of blood per se.
Toady, if there are vampires, and there are places in the world where it freely rains blood (human, elven or dwarven), wouldn't a vampire find more sense in going to such a place and living happily ever after rather than dangerously hunting other people while they sleep ?Hmmm, I don't know if this has been asked yet, but do vampires necessarily require fresh blood? Of a sentient being? Because merchants have barrels and barrels of various types of blood, but I don't know a single use for any of it. Maybe I could, in future, stock up on it for the sake of my potential night-dwelling population?
I believe it's the actual drinking-warm-blood-from-a-sleeping-person thing that quenches the bloodthirstiness, not just ingestion of blood per se.
Yes, alright, but that seems cheap. Very cheap. I know for the time being it will be limited to drinking from sleeping people. My real question is : Is it intended for the vampire to only feed on living, fresh, same specie creature, even in the hypothetical version 1 ? In short, what is the final plan ?
Is the regional mist omnipresent or does it show up periodically, like rain?
That most likely is configurable.
That variety of weather only takes up a slowly moving area about 40 tiles across. The troubling rain is harder to avoid but can only have mild poisonous effects.
The fisherdwarf was got caught up in an eerie gloom and turned into a cursed bloodless husk that attacked his old buddies and pets. That variety of weather only takes up a slowly moving area about 40 tiles across. The troubling rain is harder to avoid but can only have mild poisonous effects. Of course, these things happen exclusively in bad, bad places, so you can avoid this sort of problem by just not embarking in the hell-on-earth spots. Carrying on with other miscellaneous issues next.
[/quote
O.o
That's... truly terrifying. Nice to see the variety going in, so Terrifying doesn't just mean "evil but more so."
Where did you see it? I'm opening devlog right now, and the top message I see is the one with the rodent man blood.Quote from: devlogThe fisherdwarf was got caught up in an eerie gloom and turned into a cursed bloodless husk that attacked his old buddies and pets. That variety of weather only takes up a slowly moving area about 40 tiles across. The troubling rain is harder to avoid but can only have mild poisonous effects. Of course, these things happen exclusively in bad, bad places, so you can avoid this sort of problem by just not embarking in the hell-on-earth spots. Carrying on with other miscellaneous issues next.
O.o
That's... truly terrifying. Nice to see the variety going in, so Terrifying doesn't just mean "evil but more so."
Try a Ctrl + F5 to clear your cache when you refresh; I'm seeing the new devlog as well, so maybe your cache is stuck.
Will the regional emission that causes the blood rain still be able to do solid materials or was that removed after the "dandruff snow" thing?
3). Do mists happen underground in caves? That, would be really, really, terrifying. On the same note, bloody rivers (Nile)
Will foreign civs hold us responsible if their merchants happen to get zombified/face-melted/pukey by what our insurance agent would call an "act of Armok"?
3). Do mists happen underground in caves? That, would be really, really, terrifying. On the same note, bloody rivers (Nile)
The devlog indicates that (at least in vanilla) they only happen in evil regions, which doesn't include caves.
Those are caverns. Caves are hollows and tunnels just below the surface, which you can generally enter through a few surface entrances.3). Do mists happen underground in caves? That, would be really, really, terrifying. On the same note, bloody rivers (Nile)
The devlog indicates that (at least in vanilla) they only happen in evil regions, which doesn't include caves.
Really? Because I had to fight off a skeleton giant cave swallow and a mix of zombie and skeletrogglodytes in my current fort.
3). Do mists happen underground in caves? That, would be really, really, terrifying. On the same note, bloody rivers (Nile)
The devlog indicates that (at least in vanilla) they only happen in evil regions, which doesn't include caves.
Really? Because I had to fight off a skeleton giant cave swallow and a mix of zombie and skeletrogglodytes in my current fort.
Do dwarves try to avoid at least the worst of the stuff (like turning into a bloodless husk) or will he have to either manually block those areas out somehow or accept resulting losses?Alright, I'm not privy to the particulars or anything, but I'm 99.9% positive that's a big NO. Dwarves still have no fear of fire, so I would be shocked if they behaved in a related self-preservation-themed way with regards to this.
(I did assume Anatoli meant caverns.) In that case I don't really know.I don't recall where it was said, but I'm pretty sure that caverns have good and evil as well that's independent of the surface alignment, becoming more evil the deeper you go.
Will those metals include descriptions verbose enough so we know how useful they are?
I suppose it would depend on whether all the rain was magically transformed to blood, or just a few of the showers. I imagine the whole place would stink to high heaven after a storm, too.I would imagine the miasma will be terrible.
Miasma doesn't happen outdoors.I suppose it would depend on whether all the rain was magically transformed to blood, or just a few of the showers. I imagine the whole place would stink to high heaven after a storm, too.I would imagine the miasma will be terrible.
You mean like a resistance to inhaled/ingested/touched contaminants overall? Because that's what the murdermist and zombierain are, really. I think it'd be a good idea though, maybe even a separate resistance for each way a syndrome can be contracted. Hell, they might be trainable. Don't smokers generally have an easier time dealing with foul air and stuff, at the cost of also being bad at absorbing oxygen?Attributes aren't trainable. And that's a terrible point to make. The more you smoke, the more likely you are to die. :\
You mean like a resistance to inhaled/ingested/touched contaminants overall? Because that's what the murdermist and zombierain are, really. I think it'd be a good idea though, maybe even a separate resistance for each way a syndrome can be contracted. Hell, they might be trainable. Don't smokers generally have an easier time dealing with foul air and stuff, at the cost of also being bad at absorbing oxygen?Eh, not really. I'm not speaking from experience, as I never smoked, but as far as I know, no. On the contrary, they are much more vulnerable than normal people, and can get badly affected by something that would not affect normal people that way. For example, some of the smokers develop asthma. If there's anyone out here who can disprove me, please do so, but I am pretty confident in what I'm saying.
New devlog! Apparently material based mandates are on hold for some reason.Urist McMayor demands a ratman dandruff statue.
You mean like a resistance to inhaled/ingested/touched contaminants overall? Because that's what the murdermist and zombierain are, really. I think it'd be a good idea though, maybe even a separate resistance for each way a syndrome can be contracted. Hell, they might be trainable. Don't smokers generally have an easier time dealing with foul air and stuff, at the cost of also being bad at absorbing oxygen?Attributes aren't trainable. And that's a terrible point to make. The more you smoke, the more likely you are to die. :\
Well it sounds like the rain and fog are supposed to have more curse-like effects so, I guess maybe it might depend on how religious/superstitious the dwarf is. Maybe their god could protect them from the cursed precipitation if they believe strongly enough.
How does the evil rain interact with the Adventure Mode character?
does bloodstorm cause unhappy thoughts?
like "urist mcSadguy has been unhappy lately. he has been caught by a bloodfall lately"
May i suggest that we open a new FotF thread once the new version (or as i call it DF2012: Pre-apocalypse-party) is rolled out?
New devlog! Apparently material based mandates are on hold for some reason.Probably because they are broken with all new things that Toady implemented. I just hope it will be back earlier than year or two. I do not like when things are "fixed" by turning them off (*cough* contamination spread *cough*).
probably because of the randomized materials he was thinking of implementing.And justice is now required.
Justice isn't required, you can still not act on crimes committed.probably because of the randomized materials he was thinking of implementing.And justice is now required.
*cough* vampires *cough*Justice isn't required, you can still not act on crimes committed.probably because of the randomized materials he was thinking of implementing.And justice is now required.
Toady One I'm moving into a part of the miscellaneous issues list where the really random stuff from the last nine months has piled up (via email conversations, future of the fortress etc.). So today I fixed an issue with projectiles not moving when you become an adventurer in the arena mode, fixed a rare forgotten beast crash which has undoubtedly scuttled various fortresses in the currently released version, made the legacy mouse work again, and added quite a lot of information to the historical figure XML dump.
One was where the creatures in the underground caverns/catacombs beneath a city could hear the humans above talking
I just had a weird dream about a new version of DF while I was napping... I don't remember much of it, but Toady was saying (in some strange, dreamt-up version of a devlog) that he'd just squashed another couple of bugs.Pretty awesome dream. Actually, does this forum have a thread where DF dreams are shared? I'd really enjoy reading one.
One was where the creatures in the underground caverns/catacombs beneath a city could hear the humans above talking, and another where his test adventurer went to a city, got two town guards to escort him to where the monsters were coming out from the catacombs, and one of the two was wearing sunglasses, which was apparently a bug. :P
There was more to it than that, but... Yeaaah.
Yes'em. Now the players get to decide who gets punished, and from the Dev log, we can choose not to act on them.*cough* vampires *cough*Justice isn't required, you can still not act on crimes committed.probably because of the randomized materials he was thinking of implementing.And justice is now required.
Pretty awesome dream. Actually, does this forum have a thread where DF dreams are shared? I'd really enjoy reading one.
I just had a weird dream about a new version of DF while I was napping... I don't remember much of it, but Toady was saying (in some strange, dreamt-up version of a devlog) that he'd just squashed another couple of bugs.Man I've had a weirder df dream then that.
One was where the creatures in the underground caverns/catacombs beneath a city could hear the humans above talking, and another where his test adventurer went to a city, got two town guards to escort him to where the monsters were coming out from the catacombs, and one of the two was wearing sunglasses, which was apparently a bug. :P
There was more to it than that, but... Yeaaah.
Yes'em. Now the players get to decide who gets punished, and from the Dev log, we can choose not to act on them.*cough* vampires *cough*Justice isn't required, you can still not act on crimes committed.probably because of the randomized materials he was thinking of implementing.And justice is now required.
Is there a chance that this bug will be fixed? http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481I'm more curious about this one: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3942
Is there a chance that this bug will be fixed? http://www.bay12games.com/dwarves/mantisbt/view.php?id=2481I'm more curious about this one: http://www.bay12games.com/dwarves/mantisbt/view.php?id=3942
The underlying issue here, is that dorfs personalities are in need of a rewrite. You are correct, right now dorfs do not respond well to punishments. But we dont be seeing that until release 8. From a previous Answer Dump, from Toady, he said that that release will also contain the frame work for Fort Mode criminals. Though it was meant to create villains during world gen, and invaders for fort mode.Yes'em. Now the players get to decide who gets punished, and from the Dev log, we can choose not to act on them.*cough* vampires *cough*Justice isn't required, you can still not act on crimes committed.probably because of the randomized materials he was thinking of implementing.And justice is now required.
The problem is though that there doesn't seem to be much point in punishing a dwarf. If dwarves commit crimes nowadays they usually have a good reason i.e. they're upset and are having a tantrum or they're not listening to a silly noble's orders. If you punish the dwarf they just feel worse, and there would be no need to imprison or beat a good worker who might be doing something more useful to your fortress like making cage traps instead of a bloody platinum throne or something.
I think dwarves should be more likely to commit crimes if they don't get punished.
The underlying issue here, is that dorfs personalities are in need of a rewrite. You are correct, right now dorfs do not respond well to punishments. But we dont be seeing that until release 8. From a previous Answer Dump, from Toady, he said that that release will also contain the frame work for Fort Mode criminals. Though it was meant to create villains during world gen, and invaders for fort mode.Yes'em. Now the players get to decide who gets punished, and from the Dev log, we can choose not to act on them.*cough* vampires *cough*Justice isn't required, you can still not act on crimes committed.probably because of the randomized materials he was thinking of implementing.And justice is now required.
The problem is though that there doesn't seem to be much point in punishing a dwarf. If dwarves commit crimes nowadays they usually have a good reason i.e. they're upset and are having a tantrum or they're not listening to a silly noble's orders. If you punish the dwarf they just feel worse, and there would be no need to imprison or beat a good worker who might be doing something more useful to your fortress like making cage traps instead of a bloody platinum throne or something.
I think dwarves should be more likely to commit crimes if they don't get punished.
The last world I tested had a vampire that managed to get abducted by a gloom troll and turned into a "spouse of the gloom troll vampire"
The last world I tested had a vampire that managed to get abducted by a gloom troll and turned into a "spouse of the gloom troll vampire", which isn't exactly the best way to say it.
QuoteThe last world I tested had a vampire that managed to get abducted by a gloom troll and turned into a "spouse of the gloom troll vampire", which isn't exactly the best way to say it.
Is it possible for your adventurer to end up in the same fate? A large troll smacks you over the head and your character lives out the rest of his life as the spouse?
The last world I tested had a vampire that managed to get abducted by a gloom troll and turned into a "spouse of the gloom troll vampire"
I would like if the trolls or hags could abduct dwarves in fortress mode too. I don't know why it still isn't in, as the system is already mostly in place (it may use the same code for goblin thieves)Because nobody actually wants to marry dwarves.
I would like if the trolls or hags could abduct dwarves in fortress mode too. I don't know why it still isn't in, as the system is already mostly in place (it may use the same code for goblin thieves)Because nobody actually wants to marry dwarves.
I would like if the trolls or hags could abduct dwarves in fortress mode too. I don't know why it still isn't in, as the system is already mostly in place (it may use the same code for goblin thieves)Because nobody actually wants to marry dwarves.
Funny, because in world gen they do.
QuoteThe last world I tested had a vampire that managed to get abducted by a gloom troll and turned into a "spouse of the gloom troll vampire", which isn't exactly the best way to say it.
Is it possible for your adventurer to end up in the same fate? A large troll smacks you over the head and your character lives out the rest of his life as the spouse?
troll spouse conversion may be the first possible "marriages" for player characters...Now this is what I call desperation.
Some would say Evolution :Ptroll spouse conversion may be the first possible "marriages" for player characters...Now this is what I call desperation.
Some would say Evolution :Ptroll spouse conversion may be the first possible "marriages" for player characters...Now this is what I call desperation.
DF taking a very, VERY different perspective.
Looking forward to historical migrations :)
One of the nice things about that is that the relationship pages start out with plenty of family members scattered around the world
What are the obstacles to just assembling the starting seven dwarves as if they were a migrant wave (and possibly replacing their skills)?Probably the reasoning behind not doing it it mainly because the "seven ideally chosen dwarves at embark" thing is a tested formula for dwarf fortress, and that adding historical figures to the mix results in a bit of ugliness. If you're just replacing their skillsets, then why bother making them historical at all? If you aren't replacing them then how does it work? Do you do searches through historical populations for candidates or what? Would you need a bunch of new screens for looking at entity poulations filtered by skill/social attributes/age/availability? It is one of those things that on the surface is totally possible, but for Toady to do it now would set the release back a month, because doing it well would take a long time, because it would involve setting up all the embark scenario stuff.
What are the obstacles to just assembling the starting seven dwarves as if they were a migrant wave (and possibly replacing their skills)?If you're just replacing their skillsets, then why bother making them historical at all?
If you aren't replacing them then how does it work?Do you do searches through historical populations for candidates or what? Would you need a bunch of new screens for looking at entity poulations filtered by skill/social attributes/age/availability? It is one of those things that on the surface is totally possible, but for Toady to do it now would set the release back a month, because doing it well would take a long time, because it would involve setting up all the embark scenario stuff.Well, you're probably right that Toady's answer would be "no reason to put in a stopgap now, as opposed to the real thing when we do embark scenarios".
You might get more child immigrants in the youngest worlds before the population starts to level out.
The starting seven dwarves seem a little thin now that they don't fit into the world as much as the other dwarves you'll have arriving, but we'll have to wait a bit longer for possible solutions for that to be explored (start scenarios, the potential for historical figures to be used, etc.).But wouldn't a lot of this be solved just by adding a mechanism whereby a list of relationships is generated for a dwarf, either retconned as long lost relatives to historical figures or just made up on the spot by assigning a name and relationship to mostly undefined ahistorical figures? This would be good in adventure too, if when you ask somebody of their family it generates some relationships for them to tell you about.
I wouldn't consider that a bug, just the way things are. (and should be)QuoteYou might get more child immigrants in the youngest worlds before the population starts to level out.
New bug: when you play in worlds generated to year 20, after the first ten immigrants, the rest are all children!
So, we're getting dwarves with off-sight relations... I can smell a recipe for Fun here. When people start dying outside the play area, will the dwarves be able to suffer bad thoughts for friends who died in distant lands? If so, what will it take for them to be considered aware of the deaths? Random uncontrollable bad thoughts because of the outside world would be interesting. At the very least, it would give you a reason to care about the rest of your civ.
World sim is going to be continued in this patch, remember.
Actually, no, but he's going to start working on that in the next version most likely. Or rather, he has indicated that it is a strong possibility.
So if I make a ton of human adventurers, and have them retire in dwarven sites.....will they become migrants as well?
Quote from: FootkerchiefWill non-vampire migrants also be drawn from historical figures? If a vampire adventurer retired in a human town in a Human Fortress-playable world, could that adventurer migrate to a player fortress? I'm asking about human towns since dwarf settlements are presumably still a broken feature.
I think this question shows how long it has been since I answered FotF... but yeah, we have historical migrants, both vampire and non-vampire adventurers as it comes up. A human could go to a human fort, and yeah, humans in dwarf forts are still a no-go.
So if I make a ton of human adventurers, and have them retire in dwarven sites.....will they become migrants as well?
Humans and other non-dwarves don't migrate to dwarf fortresses (at least ones controlled by the player), so it would have to be a dwarf adventurer. But since dwarf sites don't really exist right now, I don't think you can retire in them. It'll work with a human adventurer and human fortress, though:Quote from: FootkerchiefWill non-vampire migrants also be drawn from historical figures? If a vampire adventurer retired in a human town in a Human Fortress-playable world, could that adventurer migrate to a player fortress? I'm asking about human towns since dwarf settlements are presumably still a broken feature.
I think this question shows how long it has been since I answered FotF... but yeah, we have historical migrants, both vampire and non-vampire adventurers as it comes up. A human could go to a human fort, and yeah, humans in dwarf forts are still a no-go.
4 issues. Release tomorrow/next day?
map maintenance, optimization of the new stuff, sponsorship critters and incorporation of Baughn's fixes to the SDL stuff. The map maintenance, optimization, and sponsorship stuff have the highest chance of bogging me down, and each of those three could add a week a piece, say, which would put us just into February.
Also, what's the context of the LCS reference? I don't quite get it.
Next I created a new world and started up a dwarven adventurer. Because dwarven sites on the world map are still blank, you start in a human village as usual. I walked day and night through the wilderness to get back to one of these blank sites and finally stumbled drowsily into the mountains, where it let me retire. I then created a dwarf fortress from the same civilization and waited for immigrants. It was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen... although he fell asleep on the edge of the map since it hadn't reset his drowsiness. Any dwarves from your abandoned fortresses should also show up in subsequent forts, whether originally historical or not, as long as you are with the same overall dwarven civilization.
I think it still cares about species. We have to wait for toady to properly implement racism and treating of humans as second class citizens.
So if I make a ton of human adventurers, and have them retire in dwarven sites.....will they become migrants as well?7 posts later
I like the fact that it remembered that he was still tired.This has to be some sort of record.
Hmmm... If you make humans playable, but then create human adventurers and send them over to retire in a dwarf civ, then create a dwarf fortress, do we then see the humans show up? And is making humans playable strictly necessary?
It's sort of a half day, because as you might have guessed from Liberal Crime Squad, we feel compelled to witness certain political events in full.
Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in. Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)Impossible, as "abandon fortress" counts as "kill everything"
Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in. Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)Impossible, as "abandon fortress" counts as "kill everything"
I walked day and night through the wilderness to get back to one of these blank sites and finally stumbled drowsily into the mountains, where it let me retire. I then created a dwarf fortress from the same civilization and waited for immigrants. It was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen... although he fell asleep on the edge of the map since it hadn't reset his drowsiness. Any dwarves from your abandoned fortresses should also show up in subsequent forts, whether originally historical or not, as long as you are with the same overall dwarven civilization.
Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in. Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)Impossible, as "abandon fortress" counts as "kill everything"
This, and the fact that sometimes, your fortress-less dwarves will migrate into abandoned human settlements, along with waterskins and supplies.Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in. Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)Impossible, as "abandon fortress" counts as "kill everything"
Um... actually it doesn't. If you go there as an adventurer, you do see your old dorves faffing about.
Seeing as how this update is mostly an adventure-mode related one, will we also see improvements with the inventory (its screen, uses, etc)?
The lack of an ability to sort through the inventory, as well as the fact that putting something on drops it the very bottom of the inventory list, makes for a bit of frustration. Additionally, will we be given the ability to wash off blood/wipe off water? It's a bit silly to be wandering around covered from head to toe in the blood of my fallen enemies, and it also clogs up the inventory screen after a while.
Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in. Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)Impossible, as "abandon fortress" counts as "kill everything"
Quote from: Toady OneIt's sort of a half day, because as you might have guessed from Liberal Crime Squad, we feel compelled to witness certain political events in full.
Toady's a Republican?!?
Once I had a swedish friend tell me the US citizens had the choice between rightwing and stupid rightwing. I let everyone assume which one is which according to his personal opinions :)I don't really care, but now kinda curious.. Didn't he take a moderate stance in Liberal Crime Squad by making both sides crazy?
Plus, who really cares about who Toady votes for ? He's making an awesome game, that's all that counts.
Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs. Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.
Will blood rain form rivers or seas (or any other body of water)? I think it would be cool if there were certain crops we could grow that would require some kind of blood irrigation.
Rainseeker: How is the fluid model going to change?
Toady: We have hopes there. I guess there are two things ... one of them has a couple of sections ... but two things that are important are floating objects and additional fluid types. So for floating objects right now all the material have densities and they also have sizes and whatever other physical properties you might need, so it can tell, you know 'is this object going to float?' in water or magma. There are some issues there but it's not an impossible problem, you kind of worry when people use quantum stockpiles if they take a bunch of logs and drop five thousand of them in the same square and then that square suddenly gets wet is the CPU going to die? Maybe. But it's not like there needs to be a super lot of calculation going on because if it knows the density of the object to begin with ... I don't know if we're going to have to worry about shapes as well, like if an object has a concave shape the density isn't the only variable that's important ... but getting an object to float, especially for water which is so important, is just something that can be known about the object, it could just be a flag on the object so it doesn't have to do any calculation at all except for the actual floatation. As for that it just depends how you want it to work. There's some other trickiness; if your tile is two out of seven water with a seven out of seven below it, so it's actually bone fide water, it's not just a puddle, does the item float in the two out of seven square? Does it float in the seven out of seven square? What if you have a one of seven, what if you have a zero out of seven with a seven out of seven below it? Which square does it sit in is part of the problem of having this quantized space where you have a tile here and then a tile here and then a tile here, you want to decide where your item rests. Then there's the matter of having currents - the water has a direction that it's supposed to be flowing in even if the tiles aren't actually changing - the objects then can move and that's not really a big process or problem or anything, depending on how many objects you're actually monitoring, or how many squares you're monitoring if you want to monitor it by object or tile, there's a lot of different ways you can look at the problem. Just basically it's not a super hard problem, and then it would be really cool to flood a room and have everything either - depending on how heavy it is - just to get pushed along or float up and float out and go wherever you want it to go, I'm sure there'd be a lot of applications that would come out of that, for people that are doing all kinds of strange things.
Rainseeker: It would be a good reason to have all stone furniture in that case.
Toady: Yeah. The other problem that I was going to mention ... well one of the sub-problems I was going to mention for liquids was boats; boats are important once you get to fluids. Then you've almost got like a cave-in problem; does this multi-tile thing that you've built, perhaps tile by tile, and in whatever shape; does it float? And if so how deep does the boat float and how much of it shows above the surface of the water. It could do that, once it understands the boat as a multi-tile object that's not so hard to calculate, because you have the total mass of the boat and how many air tiles dip down at each level, those kind of things are pretty easily calculated, it would just be a known quantity for that boat and then you could stick it in the water. If you have some giant galleon or something you'd have a couple of tiles below the surface of the water and a couple of tiles above the surface of the water, and you can just walk around on it and stuff; it'd be really cool. The other fluid problem was multiple liquids. It doesn't seem so bad at first if I want to add a couple more liquid types like oil and I mentioned sand before. Sand, you want to be able to build on it or walk on it or whatever has its own problems, but even if you just consider other liquids like actual liquids, like oil and ... I'm not sure what else people have suggested, blood ... and giant alcohol silos.
Rainseeker: 'Release the alcohol upon the goblins!'
Toady: That's right, those kinds of thing. Once you get those up to flow levels; not just items but an actual map flow, you can use the existing code and so on to move it around, but the problem becomes mixing. There's already quite a bit of code devoted to mixing water and magma; does it make obsidian, what happens to the objects in there, and so on. But if you had fluids that could mix, or fluids that can't mix but don't destroy each other when they touch each other, like oil and water, or alcohol and water; they do different things when they touch each other. And it just seems like that's a can of worms that needs to be handled in one way or another, it's something that I haven't thought that deeply about but it seems like it opens a lot of problems. I'd still like to do it, but those are things that would need to be addressed before I embark on that project.
Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs. Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.
Apropos of nothing, I'd like to note that we've had over a month and a half of consistent daily devlogs. Getting a daily fix has made this wait a lot less painful, and reminded me of something that impressed me about this project in the first place: the level of communication.
Hear hear!
...I suppose I don't have a lot to add to this, other than to say I'm sure the majority of the forums (and the community at large) feel this way as well.
I seriously hope the release isn't until after the 25th. I have deadlines to meet!
Sodding university...
Think of all the awesome things DF LegendViewer can do now. And the expanded possibilities for using DF as a backdrop for tabletop campaigns. :DWell, to be fully usable, Toady have to fix things like burning down same village 187 times in row...
Think of all the awesome things DF LegendViewer can do now. And the expanded possibilities for using DF as a backdrop for tabletop campaigns. :DWell, to be fully usable, Toady have to fix things like burning down same village 187 times in row...
Do you mean this bug? (http://www.bay12games.com/dwarves/mantisbt/view.php?id=3802) Never hurts to link the report when you're trying to draw attention to a bug.Ah yes, this kind of bug. I forgot to link it.
The quest log reacts a little better to the new maps and building locations, and conversations will give you more location information about critters you are seeking out, especially vampires that are hiding off wherever in town.
A very large chunk of the world is way left by U.S standards, especially in Europe >_>
Are we going to see new crafting skills introduced in adventure mode?Not in the upcoming release, no. Expanding adventurer skills is a relatively-near-future goal, but that doesn't mean all that much on when we'll see it. In the meantime, there are mods that use the adventure mode reactions for this kind of thing.
Does this mean that it will be possible to become a necromancer in adventurer mode?Yes. Toady specifically spent some time to make interactions usable by adventurers, and secrets learnable by them.
And finally, what do werewolves have to do with any targetting at all ?They can be... um... targeted??
Sometimes (targetable during werephase by dwarves/tagetable by everuthing else during dwarfphase? And wereturtle will attack wereelephant, but it will leave different wereturtle unharmed)And finally, what do werewolves have to do with any targetting at all ?They can be... um... targeted??
Is the problem of dwarven civs and to a lesser extent goblin civs tending to go extinct/near extinct (perhaps due to humans and elves doing so well because of farming) going to be fixed at some point? Perhaps in the next update cycle?The next version should do this.
01/07/2012 Toady One More random issues today. I put iron back into the weapon stockpile menu were it was erroneously excluded, corrected manual typos, checked out how books/pages interact with reactions, tested all of the interactions in the interaction example folder, and forced world gen to check out farming races more closely so there'd be fewer worlds generated with starving dwarves (due to a lack of underground plants at their starting location).
06/09/2011 Toady One Found my first tower-cap bed in a human's bedroom. It had an image of the foundation of a dwarven mountain hall in giant toad bone. An iron scourge made by the goblins made it to the back of the warehouse as well -- it commemorated a skinless demon becoming the law-giver of the goblin civilization. I also put in some extra precautions and tweaks so that dwarves form markets properly and are more survivable in world gen. Kobolds as well.
Am I the only one worried by the sentence "Targetting [has gotten slow] too, in all modes, something to do with the werewolf/necromancer checks" ?
Not sure if it's too technical to be asked, but Toady : how can a necromancer line of sight affect a non-necromancer targetting something ? Do you mean targetting as in chosing which body part to attack or the "fire crossbow"-type targetting ? And finally, what do werewolves have to do with any targetting at all ?
Am I the only one worried by the sentence "Targetting [has gotten slow] too, in all modes, something to do with the werewolf/necromancer checks" ?
Not sure if it's too technical to be asked, but Toady : how can a necromancer line of sight affect a non-necromancer targetting something ? Do you mean targetting as in chosing which body part to attack or the "fire crossbow"-type targetting ? And finally, what do werewolves have to do with any targetting at all ?
I didn't read that as necromancer line of sight - I read it as "Targeting is slow in all modes, and it seems to be due to targetting checking for necromancer/werewolves". That's the only thing that makes sense. The slow code isn't necromancers/werewolves targeting others, it's X targeting Y and all the code that runs to tell if X or Y are necromancers/werewolves.
This might be related to the new interactions - necromancers and werewolves are only types of people who use the new framework as far as I know.
The news about markets is really awesome. I'm excited for non-starved kobolds and dwarfs. :)
why haven't you just made a check that removes "salt" from spaces that have nothing in themthousands (additional) checks every single tick may be described as "Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag"
Lag smag. Toady already describe checking for such thing, doesnt actually impact game responsiveness. As far as liquids go, its their logarithmic exponential mixing/interaction checks per tick that'll bog down the game.why haven't you just made a check that removes "salt" from spaces that have nothing in themthousands (additional) checks every single tick may be described as "Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag"
Just some salt and water related questions:
Toady, will the game ever automatically remove the "salt" flag from empty dry spaces and provide us with means to scrub away "salt" as a contaminate in spaces filled with dry stuff so using cisterns becomes easier and more logical? Also, will screw pumps ever be changed so they don't purify water and have that function replaced by a desalination tool of some sort?
Hmm I wonder... Well I guess I'll put out the Footkerchief bait... but this question is driving me nuts
Toady do the sponsorship animals means that soon we will have giant and person versions of all the animals currently in the game? Are we that far from a Monarch Butterflyman?
Everybody knows that DF is a giant CPU eater - and iterating over every single sock, rock and toe is likely to be part of it.Lag smag. Toady already describe checking for such thing, doesnt actually impact game responsiveness.why haven't you just made a check that removes "salt" from spaces that have nothing in themthousands (additional) checks every single tick may be described as "Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag"
Hmm I wonder... Well I guess I'll put out the Footkerchief bait... but this question is driving me nuts
Toady do the sponsorship animals means that soon we will have giant and person versions of all the animals currently in the game? Are we that far from a Monarch Butterflyman?
I don't have an answer for that. I do personally have mixed feelings about the inclusion of giant/person versions of every new animal, but I guess it mostly stems from the fact that it takes actual work (and semi-duplicated raws, which can have errors). If giant/person variants were created procedurally I wouldn't care.
There are already Giant-X and Y-man templates. I'm pretty sure they work.
There are already Giant-X and Y-man templates. I'm pretty sure they work.
They do some of the work, but the giants still tend to have about 30 lines of their own raws, and the people around 50. More than enough to introduce bugs.
I'm sure there's an answer for this out there somewhere, but does anybody know whether the city underground will intersect with cavern systems at all?Yup. Toady does. :)
I'm sure there's an answer for this out there somewhere, but does anybody know whether the city underground will intersect with cavern systems at all?
One would thing that elven glades would eventually.
I'm sure there's an answer for this out there somewhere, but does anybody know whether the city underground will intersect with cavern systems at all?
Quote from: CruxadorDo the various under-city structures sometimes meet with the highest underground layer? If so, how common is it? And will Forgotten Beasts and other subterranean creatures eventually come up through such connections to live in sewers (and whatnot) or attack the town? It sounded like the first bit was a "yes" from the devlog, but I'd like confirmation.
On a similar, but ultimately separate note:
You didn't mention basements or cellars. Does that mean you weren't working on them, or were they just simple enough that they didn't contribute to the complications you mentioned?
It seems like it would be somewhat silly to include all the awesome fancy underground stuff and not include simple underground stuff too.
We've thought about how it might look, but right now we are still avoiding the top layer (that mention in the dev log was more about threading the rest between the upper and lower limits, which are variable). It's easy enough to hit it, but for it to have a point beyond the intrusion of flying beasts, we need the adventurer to have a way to get down to the cavern floor, which would mean the humans digging stairs or placing a scaffoldy stair or something. It would be a fun place to have a lever and bars though, and a sign with a warning on it. We haven't ruled out doing it, and it's always good to have more cavern access points that aren't far-away rare caves -- there still isn't much to do down there though, so it's not a key addition yet.
Basements/cellars were in my mind with the complication list in the "buildings" part, particularly because temples can currently have multilevel underground parts from before that aren't the new catacombs themselves. I haven't done basements/cellars generally though. They should be that bad, but doing them too thickly will mess with my sewer stuff -- the sewers try to follow the roads but have to skip them at times.
One would thing that elven glades would eventually.
Off-topic but I've finally decided that the way your avatar changes to a zombie sometimes must be a back-end script and my hat is off to you for managing to freak me out every dang time
Toady just added ALL the remaining animals.
I know he's not going to add in specific features for most of the new ones yet, but dang that's a lot of new animals. This'll probably mean some nonsense with people wearing hamster leather tunics and stuff.
Size doesn't seem to matter when it comes to armor. Unless Toady did implement a clever way that "Tan [small creature] hide > Small [name of small creature] leather."Toady just added ALL the remaining animals.Wouldn't that take something like a hundred and fifty hamsters to get anywhere?
I know he's not going to add in specific features for most of the new ones yet, but dang that's a lot of new animals. This'll probably mean some nonsense with people wearing hamster leather tunics and stuff.
and squirel meat [1] ;)Size doesn't seem to matter when it comes to armor. Unless Toady did implement a clever way that "Tan [small creature] hide > Small [name of small creature] leather."Toady just added ALL the remaining animals.Wouldn't that take something like a hundred and fifty hamsters to get anywhere?
I know he's not going to add in specific features for most of the new ones yet, but dang that's a lot of new animals. This'll probably mean some nonsense with people wearing hamster leather tunics and stuff.
Although, for those small creatures, I think it would end up just like all the others when they're tanned. Just a skull, as the rest is deemed useless.
Well one of the issues is that "Leather" is mostly uniform and no one here knows the different strengths of leather for all the animals.
I guess it'll be another day or two of wombats and giant storks and octopus men fighting each other in the arena to work out the kinks.
Why the devlog of the day 01/18/2012 is blank???
Most of the people who go on this site either think sopa is moronic or, like myself, live somewhere were corporate interests have slightly less of a stranglehold on government policy.
Why the devlog of the day 01/18/2012 is blank???I lean to the side that he misposted. The devlog was about 7 hours ahead of schedule.
Why the devlog of the day 01/18/2012 is blank???
I actually meant that we wouldn't have a say either way, also if the US government is daft enough to enact this then I'll bet those companies will just relocate their servers to a country which doesn't impose those kind of laws. This is especially true for multinational companies like google who could be badly mauled by these laws.Most of the people who go on this site either think sopa is moronic or, like myself, live somewhere were corporate interests have slightly less of a stranglehold on government policy.
You're not out of danger. Most servers are located in the US. Google and Paypal are forced to cease cooperation with you if SOPA says so.
Why the devlog of the day 01/18/2012 is blank???
I assumed he was trying to subtly protest sopa and Pipa
If related to SOPA I find the blank update pretty clever.Oh yes. He managed to provoke some attention to the issue, regardless of if it was intentional or not.
So I know this gets asked constantly, but is there anyone who knows what Toady has left to sort out before release? I am so excited to play this beast. :]Well, according to the bay12 report (http://www.bay12forums.com/smf/index.php?topic=98355.0), and assuming that he is working trough tasks in the order listed there, all that's left after the animals is incorporating some SDL fixes.
So I know this gets asked constantly, but is there anyone who knows what Toady has left to sort out before release? I am so excited to play this beast. :]Well, according to the bay12 report (http://www.bay12forums.com/smf/index.php?topic=98355.0), and assuming that he is working trough tasks in the order listed there, all that's left after the animals is incorporating some SDL fixes.
01/13/2012 Toady One While I continue to mull over map maintenance on paper, I undertook some general optimization today [...] There's still a large change that'll need to be made in how items are stored, since all of the auxiliary indexing structures that keep dwarf mode playable get hammered as you move around in item-heavy towns in adventure mode. Artwork generation has also become slow. Targeting too, in all modes, something to do with the werewolf/necromancer checks.
Looking over the Devlog today the first thought I had was
Will there be Snow Shoveling In Dwarf/adventure mode eventually.
I was originally going to make this into a joke, but it occurred to me that snow and sand building dunes and ramps could be interesting,But may be unrealistic or unfeasible.
Toady: There's this notion of sand as a fluid I think, that's kind of intriguing. Like if you have a bunch of sand leaning up against a rock wall and you remove the rock wall, the sand doesn't retain its shape, it'll just flow into the cavern. So it would be really cool if it could be made into a fluid like that, that behaves kind of like lava does now; because lava makes more slopes, it doesn't worry about fluid pressure and all that kind of thing. And it would be cool if the sand could move like that, but at the same time you could still walk or even build on it, or whatever you need to do. And in that way it would become a limited resource because when you scoop up some it would just remove a unit of sand from the square. Snow has a similar thing. Right now though it depends not just on the fluid rewrite - which is going to allow us to support more fluid types at once - but also the notion that this is a very special fluid that can be walked on and all that. So you'd be pathfinding over it, and at the same time it would be able to flow. It's one of those things like; is this an insurmountable problem? It might be, it might be one of those things that's very very difficult to do.
Rainseeker: Well [it] would make it actually very difficult to build; especially if someone decided to build on a sand dune.
Toady: That should be hard, but you could still pitch a tent there or something; and then that tent should just fall over if you drain the sand into a giant sinkhole or something.
Rainseeker: Well I'm thinking people build pillars to support things, so if someone built a pillar on a sand dune which then shifted that thing should fall over and that should be really interesting to do.
Toady: That's one of those things that's very difficult but you'd ideally want sand to have those additional properties.
Rainseeker: If I could ask briefly about gravity and cave-ins. I had a dwarf once ... I had an entrance that was over some soil and then I had seven layers hollowed out beneath, just individual layers and at one point one of my dwarves fell through the soil - I'm not sure how this happened - and fell seven layers, through each floor, and they proceeded to be rock. I got a message that 'so and so had died' and I looked at the top and found a hole going seven layers deep so I was just curious, is that a random event that happens occasionally if enough people run over something?
Toady: Oh no, no. That shouldn't have happened at all. There's nothing like quicksand or sinkholes or soil disappearing or anything like that.
Capntastic: There should be ...
Toady: Well it's quite a weird thing right now, like especially when you're in a sandy desert, you can dig out a room underneath the sand and the sand is just pretending to be sandstone or something, and it's one of those things where you have the fluid model and the cave-in model should intersect in some way. We wanted sand to be a fluid that acts like magma does but it's a difficult problem to have the path finding and building structures - or at least certain kinds of structures - and dropping items on it that stand on top of it, and then having it also interact with other fluids; it's a difficult problem. It's one we haven't completely given up on but it's tricky. Just in general if soil collapsed all the time that might be fine but one of the problems with cave-ins is if you don't have a simple model like that - like either it collapses all the time or it's a seven by seven or something like that - you can model all the complicated statics and arches and all the things that you want; you can work really hard on getting a system that's accurate but then communicating with the player about when something is going to collapse, when is it not collapsing, when is it close to collapsing, how far you can go, becomes very difficult. You want people to be able to build a statue like the Crazy Horse monument or something where the arm is outstretched and not just going to collapse, but at the same time if you took the Crazy Horse monument and then built a giant building and put giant golden status in there and stuff you might want the arm to give at some point and collapse and fall down into the plains or whatever. But how do you communicate that to the player? So right now we're stuck in this almost no cave-in system where the player is clear when things are going to collapse because they actually have to be disconnected and if we step away from that then communication becomes actually the largest problem. There's a bit of infrastructure already; it keeps track of columns up and down of solid stone and could communicate information between those columns: how they are shearing against each other and transmitting forces downward to try and find a place to anchor to, and if the forces got too high maybe something could shear off and fall. But if your model is really complicated then you're leaving the player hanging - or not hanging as the case may be - and this is a big problem I think with trying to do a really accurate model; bothering investing the time in that when it's just going to lead to a ton of confusion.
So I know this gets asked constantly, but is there anyone who knows what Toady has left to sort out before release? I am so excited to play this beast. :]Well, according to the bay12 report (http://www.bay12forums.com/smf/index.php?topic=98355.0), and assuming that he is working trough tasks in the order listed there, all that's left after the animals is incorporating some SDL fixes.
In any case, the list of new stuff in the upcoming version is enormous. There will be a lot to check out. I for one am most excited to see adventure mode finally looking like it will be more of a "game". Places to explore, quests to be had, monsters to fight, dungeons to delve, and most importantly, lots and lots of pointless crap to buy (all points into misc object user -> beat goblins to death with an iron chair).
My understanding is that optimization and map maintenance aren't done yet: (http://www.bay12games.com/dwarves/#2012-01-13)Yeah, the bulk of the optimizations are probably still coming. Likely as the very last step, after everything else is in place.Quote01/13/2012 Toady One While I continue to mull over map maintenance on paper, I undertook some general optimization today [...] There's still a large change that'll need to be made in how items are stored, since all of the auxiliary indexing structures that keep dwarf mode playable get hammered as you move around in item-heavy towns in adventure mode. Artwork generation has also become slow. Targeting too, in all modes, something to do with the werewolf/necromancer checks.
He hasn't mentioned completing those optimizations, or doing map maintenance on not-paper, so I wouldn't be shocked if there's a week's worth of work left on those sections combined.
I've got to be honest in saying that I don't really like it when Toady makes these massive releases. When I hear "The list of new stuff in the upcoming version is enormous", I hear "The upcoming version is going to be buggier than a rotten tree in the Amazon".
Perhaps I'm just traumatised by DF2010's release.
I've got to be honest in saying that I don't really like it when Toady makes these massive releases. When I hear "The list of new stuff in the upcoming version is enormous", I hear "The upcoming version is going to be buggier than a rotten tree in the Amazon".
Perhaps I'm just traumatised by DF2010's release.
This has been the pattern of DF's release schedule since the very beginning: Long wait for version with many new features followed by several months of bugfix releases, repeat.
I do wish though that people would try to do a search for their bugs before posting a new one - I'm certain Foot is going to be run ragged trying to figure out what the root bugs are and linking things intelligently.
... I'm eager to see how sponge men are to be implemented...
You.... I'm eager to see how sponge men are to be implemented...
And will we be able to craft square pants for them?
You.... I'm eager to see how sponge men are to be implemented...
And will we be able to craft square pants for them?
GTFO.
Yes you, get your stuff, and leave.
You're fired.
Will armour ever have a noticeable effect on speed and dodging? I mean, will leather armour have a concrete advantage over steel when it comes to fast response to attacks and a dodging boost?
So I know this gets asked constantly, but is there anyone who knows what Toady has left to sort out before release? I am so excited to play this beast. :]Well, according to the bay12 report (http://www.bay12forums.com/smf/index.php?topic=98355.0), and assuming that he is working trough tasks in the order listed there, all that's left after the animals is incorporating some SDL fixes.
My understanding is that optimization and map maintenance aren't done yet: (http://www.bay12games.com/dwarves/#2012-01-13)Quote01/13/2012 Toady One While I continue to mull over map maintenance on paper, I undertook some general optimization today [...] There's still a large change that'll need to be made in how items are stored, since all of the auxiliary indexing structures that keep dwarf mode playable get hammered as you move around in item-heavy towns in adventure mode. Artwork generation has also become slow. Targeting too, in all modes, something to do with the werewolf/necromancer checks.
He hasn't mentioned completing those optimizations, or doing map maintenance on not-paper, so I wouldn't be shocked if there's a week's worth of work left on those sections combined.
will titans, forgotten beasts and mega beasts automatically rise from the dead in regions were normal creatures would? Also would this only apply above ground, or all the way down to the circus?
This is assuming what I heard about how in certain regions creatures will just rise from the dead is.true, if this isn't the case please ignore.
When you're compiling to distribute to testers (in this case, ThreeToe) you create a release compile rather than a debug compile. It's a technical term rather than an indication that it's as close as you might think. It's still close, it's just not that close.
will titans, forgotten beasts and mega beasts automatically rise from the dead in regions were normal creatures would? Also would this only apply above ground, or all the way down to the circus?
This is assuming what I heard about how in certain regions creatures will just rise from the dead is.true, if this isn't the case please ignore.
this made me think: regional effects and things like the vileness-level are distributed totally at random atm, arent they? would it be more df-like if those things had a reason to be there? i am pretty sure having reasons for that kind of stuff is already planned but does anyone know the specifics of those plans? the thing werechicken made me think of specifically is: the circus is completely labeled as evil region and around entrances you have those regions on the surface too. im pretty sure there are entrances, since some clowns become rulers from time to timeThere was a bit about this in DF Talk 16 (http://www.bay12games.com/media/df_talk_16_transcript.html), namely as part of the last question. I don't think there are detailed plans at the moment, though there is a plan to replace good/evil regions with sphere-aligned regions (the various stuff Toady did for evil regions would then migrate to death/disease/deformity/misery/murder/etc regions, as far as those exist).
If titans and like do rise from the dead I could have my own zombie zoo. I might even be able to weaponise the horrors, depending how undead react to goblins in the next release.
My main worry is opening the circus, the clowns coming to visit, then later; zombie clowns!
That being said my first fort is still definitely going to be in one of these evil regions.
Zombie HFS is already in the game (http://mkv25.net/dfma/poi-26737-necropolis), unless they were removed in a later version (that was 31.04 or so).If titans and like do rise from the dead I could have my own zombie zoo. I might even be able to weaponise the horrors, depending how undead react to goblins in the next release.
My main worry is opening the circus, the clowns coming to visit, then later; zombie clowns!
That being said my first fort is still definitely going to be in one of these evil regions.
When you defeat a clown in combat they become ash (confetti?), so I don't think the clowns are going to be zombies...
regarding new weather being worked on, will there be evil snow? If so, will it be yellow?Now that was a good one albeit rather disgusting.
So it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow predicted but not mentioned.
As far as stray populations go, I saw a documentary on the feral dogs of East St. Lewis not too long ago. Despite blood tests indicating different breed mixes, they were all medium-sized dogs with black coats and pointed ears.
With fairly large towns being in the next release are there plans to have certain non-domestic animals appear in and under them? Rats, pigeons, and cockroaches being some of the obvious ones. Perhaps new BIOME tokens are in order?
...
can we get things to spawn in sewers, dungeons, catacombs, and above ground in cities specifically using biome like tokens perhaps?
When the shopkeepers start calling out to sell their wares, will they also shout out a warning if they see you're about to leave without paying?
Quote from: EmeraldWindNO_PHYS_ATT_GAIN - I noticed this tag in a couple of the entries in the new interaction based nightcreatures. Does it prevent future Attribute gains for the creature?Quote from: Knight OtuIt certainly sounds like it does that. It does seem a bit weird that necromancers and vampires would have that tag, but the presence of that tag could be randomized.
IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE-
IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE-
IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE- I also noticed these. Last time it was asked, you mentioned that different curses could possibly overlap, but these tags seem to imply otherwise. Has this changed or is this just the case for the example creatures?
Quote from: EmeraldWindWill the examples actually be in the raw folder to be generated in a world or will we just get the randomized interactions/creatures?Quote from: Knight OtuI'm pretty sure Toady mentioned that the example file is in a separate folder, and thus wouldn't be used by the game - just the randomized interactions.
How do werebeasts determine to ignore similar werebeasts? Do they just check the other creature's current form, do they look at the underlying syndrome for the same syndrome, look at the creature definition the syndrome references, or some other way?
Quote from: Knight OtuI noticed that all of the tags added in the samples don't have parameters - is that true of all tags that can be added via syndromes, or are there some tags that allow parameters (such as the CHILD tag)?Quote from: FootkerchiefThe equivalent tag from creature variations, CV_NEW_TAG, allows parameters. Hopefully the implementation is the same.
Quote from: Mr FrogIs it/will it be possible for a single interaction to have multiple targets/means of selecting targets? For example, could I mod in an interaction that paralyzes a target on line-of-sight, but makes the caster dizzy/drowsy as a sort of backlash?Quote from: FootkerchiefIt looks like interactions are set up to allow multiple targets with different effects for each. However, I'm not sure how an interaction would be made self-targeting. Shot in the dark, but maybe SELF instead of LINE_OF_SIGHT in the CDI:TARGET tag?
It's sort of weird how the interaction def is split between the INTERACTION block and the CE_CAN_DO_INTERACTION. I guess the idea is that certain interaction attributes only make sense when the interaction is being performed by a creature.
I also can't tell from those raws how "native" interactions are handled, i.e. a native ability to perform an interaction without getting the ability from a syndrome. Maybe creature effect (CE) stuff can just be included in a creature def as well as a syndrome def?
I see that the secret-based interactions have a hint as to what would motivate units to search them out in worldgen. Are there any others besides a fear of dying (as in necromancers) and if so, what are they?
Relatedly, for vampire- and werewolf-style divine-punishment thingies, are there any hint tags besides MAJOR_CURSE and, if so, what do they do?
Will substances other than food or drink nourish or quench adventurers, such as, for the sake of simplicity and the most likely thing I suspect some people to drink, blood? And if so, is it possible for any substances to do both?
Quote from: QuantumtrollDo household items like pots and jars wear out or break? Will there be garbage middens for DF archaelogists to dig through?Quote from: Knight OtuToady has mentioned before that there is some decay of worldgen goods, but we haven't heard any details yet. It doesn't happen afterwards yet, of course. We probably won't see garbage/broken stuff for a while. Archeology was mentioned by Toady as something of a goal when the game was smaller. I'm not sure what the current stance is there, though the Treasure Hunter and Explorer roles play into that idea.
Regarding rivers and ramps, what happens if a river is lower than the surrounding terrain? Are the ramps just on the top level or do the banks extend further out?
Now that you have put in so much work into human towns and brought sewers, dungeons, and markets into the mix, has that given you new ideas for the dwellings of other races? For instance, instead of sewers for players to explore and fight monsters in, perhaps mountainhomes would have... abandoned mining caves or something that criminals and creepy-crawlies would hide in?
Why, when you started on the new town structure a while back, did you remove dark fortresses and mountain halls* instead of leaving them in until they were ready for a rewrite? Or did the new town code make those structures incompatible with the site-generation code?
Side question: Labyrinths and Shrines still exist, right?
You mentioned in the dev log entry that there were problems with too many bone crafts showing up in the village markets. Have you considered other industrial uses for bones other than as a crafting material, such as bonemeal, or as a secondary material in the pottery industry, such as bone ash?
Quote from: KojiToady, you were worried the sewers lacked enough items. What about things like garbage discarded by the townspeople or accidentally washed down in floods etc? It might be fun to start on the bottom of the food chain (Say, as a kobold) and literally pick through trash to get by until I could start competing with my angrier neighbors.
Medieval cities, as I understand it, generally either maintained a midden outside the gates or just threw their garbage in the street, where a lot of things like half-rotted food and discared/damaged tools might end up. Mix in a little rain and it all goes down eventually.Quote from: FootkerchiefThe devlog indicates concern about having interesting items -- the kind that would be deliberately taken down there by criminals and adventurers. If you want to pick through garbage, you can still go to a craft shop.
Is there a cap on the sewer population vs the surface population, or can we get situations where are more criminals in the sewer than people living in homes above?
Are the groups/creatures in the sewer all allied against the player, or can we see/cause factions in conflict?
Do/Will the bandits (or gobbo camps etc.) perform raids on, say, the town or the marketplace, from their bases in the sewers/dungeons - either in world gen or adventure mode?
Do You plan to add a "Secret Room" feature during caravan arc releases?
Are there other interaction effect tokens that deal with timing and delays? Are there any event trigger effect tokens? (Like an IE_TRIGGER:UPON_DEATH)
But it would be hard to do something like a zombie virus that kills the victim and raises them later from what I can tell.
Is it possible to have syndromes have interaction effects, like raising a corpse killed by said syndrome?
Quote from: HephToady after reading the latest devlog entry i was wondering if only the blood of intelligent creatures work or if you could suck out a bunny or a boar. Secondly i wonder what would happen if you suck the blood of a creature that has an interaction linked to its blood?Quote from: LordNagashWhy do they have to be unconscious? I mean if you're fighting someone one-on-one, seems likely that you'd be able to grapple them and then bite into them.
Will drinking someone's blood instantly declare you hostile toward their civilization, or do they have to catch you in the act for it to be flagged? I'm pretty much assuming that it's an instantly hostile thing, and planning to pick an adventuring place that is nestled between two human civilizations: I use one as a source of blood coming only at night to feed, and I use the other as my friendly place of business. I just have to make sure not to get my towns mixed up...
Quote from: meDid a bunch of tweaks with undead naming in world gen, and next up I'll be extending that throughout the game, so that any interaction syndrome can provide a name like "vampire", "mummy", etc. (or whatever you want for mods).Quote from: EmeraldWindWill this cause creatures to be referred as the syndrome provided name in Legends mode and engravings (like how King Urist is noted as being a Night Hag Spouse for his entire history) or will the Legends display the original creature type?
You mentioned a couple days ago that rivers have ramps for edges now. Will companions follow adventures into the water, or can we still lose them by hopping into a river and swimming a little down stream?
Quote from: thvazIt is still dangerous to cross rivers if you don't have swimming skill?Quote from: SizikSpecifically, do you still have to Alt-move down into the river in order to survive at all, as moving "straight" over the river results in you falling in and getting stunned?
Quote from: tfaalCan vampires, necromancers, and other powerful night creatures come to rule goblin civilizations? If not, why not?Quote from: Knight OtuWe haven't heard anything yet, so presumably no. The why not probably boils down to "time and priority", but as far as in-universe reasons, necromancers inevitably become antisocial right now, weres always become monsters, vampires don't arise among goblins (meaning that if they do take over a civ, it'll be a human one), and mummies lack worldgen disturbance events.
If a child gets turned into a vampire and shows up at your fortress, will the goblins be able to kidnap the vampire?
This made me wonder: in the case of a ruler being a vampire. What happens when it is exposed? Will the justice system apply to the ruler or will the ruler be immune. (say by inherent immunity to justice or mandating vampyrism to be allowed)
Will a vampire be able to drink from their sleeping travel rations...I mean companions?
In what situation would we encounter these mists? Spreading from a creature? Just sprawled about underground?
Are the mists a visible thing like miasma?
With these randomly generated materials, what sort of things will we see? Will they just have random names/hardnesses/etc. or will there also be ores of their own random metals (or even ores that have to be combine with other random ores to make even more random metal)?
Do you think it would be possible at all (even if just through modding) to entirely randomly generate every single material in the game for each world?
Come on think how awesome it'd be to have a nice fledgling fort going strong and then a wave of faint yellow fog comes creeping in from the east. You don't know what it does so you send a dwarf in toinvestigate. His eyeballs melt his skin rots off and bleeds to death little more then a skeleton. And the he starts to move. So you have to quickly build a hacth cover to seal off your fort to stop the zombie gas from coming in the stair well. or if you are building above ground you have to lock all the doors an make sure the walls a high enough and that no one goes outside into the lethal murk, and a lone crossbowdwarf is stuck atop the highest tower unable to descend as the fatal gloom has penetrated the very fortification meant to protct him. Can you honestly say that isn't worth a week or two of added waiting. Good thing come to those who wait.
-Edit, And what if there were good interactions as well? Like if there was a mist which increased healing by a thousand, and made lost limbs and severed nerves grow back? Imagineif the fog rolled in so you sent your whole population out to get healed. And then A vile force of darkness comes! So you send in the militia and there's a battlefield coated in blood as the everhealing dwarfs and goblins fight and fight severing limbs only to grow them back again.
So i must ask OH Great Toady One will this crazed fever dream of mine ever be a reality?
will this 'randomized material' system be tied within the reactions and within the job manager for reactionless workshops?
...
depending on what will be available and how, random metals and stone may affect the fortress jobs.
without considering the availability of random stuff for digging:
bronze colossus leave a stone statue, will 'random metal colossus' leave an usable statue? that is, usable in rooms and in workshop.
magma man leaves obsidian, will 'random molten man' leave usable stone? that is, selectable for use in the stone menu and available in mason/trap/etc workshops
considering the availability of random stuff in layers where it can be dug out:
will those dug stone be available for jobs? will random ores be available for smelting? what will be the use of those smelt ores within the forges? right now, metal using jobs (weapons, armors, anvils, bins) are strictly defined in raws and the job manager allows to create specific metal jobs ("seven iron dagger", but also "smelt copper ore" and alloys)
if burning and melting things isn't intended behavior for the mist, what is it supposed to be doing?
Actually couldnt sand be handled via the new "gaseous stuff in regions" addition? I dont mean a full fledged Dust-storm (which would still be cool) but small clouds of wind driven sand that literally sand you down if you dont have clothing/protection?
Also how do those gases work in the game? Like smoke/miasma/steam?
Hm...if it rains blood from actual creatures...would it rain potentially toxic blood from procedurally generated/modded-in/etc critters? That could be Fun really fast...
Is the regional mist omnipresent or does it show up periodically, like rain?
Is it intended for the vampire to only feed on living, fresh, same specie creature, even in the hypothetical version 1 ? In short, what is the final plan ?
Will the regional emission that causes the blood rain still be able to do solid materials or was that removed after the "dandruff snow" thing?
How do the dwarves react to [mists]? Do they get bad negative emotions and try to run away?
Do mists happen underground in caverns? That, would be really, really, terrifying. On the same note, bloody rivers (Nile)?
Because some of us will embark in "hell-on-earth" sites, will there be an announcement when zombifying/face-melting/vomit-inducing weather conditions start?
I wonder if the "evil weather" respects the weather simulation so that there is more nasty stuff happening in wet places.
Quote from: Monkeyfacedpricklebackwill mist sink down mineshafts if they are uncovered?
will different mists/weathers hit the same region, or will it be specific to each region?
If mist is specific to region? and how will it act in regards to moving across a multi-biome map. Will it just disappear as it crosses the boundary for it's biome?Quote from: CruxadorHow many of these new region effects can happen in the same location as other region effects? How many varieties can we get at once? Does the regional undead thing function differently than material emissions for these purposes?
Do dwarves try to avoid at least the worst of the stuff (like turning into a bloodless husk) or will he have to either manually block those areas out somehow or accept resulting losses?
Will there be special mists or rain in relatively "good" areas?
How does the evil rain interact with the Adventure Mode character?
Will every Terrifying region have evil weather (assuming that Terrifying surroundings are what you meant by "hell-on-earth")?
Will Dwarves have resistance to fog/rain? As in one dwarf who is susceptible to disease would die quickly from Fog/rain while one who rarely gets sick would die slowly.
has the hammerer's [PRECEDENCE] value changed?
Quote from: dev logThe last world I tested had a vampire that managed to get abducted by a gloom troll and turned into a "spouse of the gloom troll vampire"So, in the quoted case, would the quest to kill such a creature be considered on par with killing a Gloom Troll Spouse, or on par with killing a vampire?
If this vamp were to propagate would he make normal Humans to his "basic" vampire type or to his new mixed type? What about his weaknesses? Would the powers stack? Would be the child out of this unhealthy combination be also a vampire and troll? How would the behavior change? Will you take this stuff out? I hope not!
Will night creatures ever abduct player-controlled adventurers and turn them into night creature spouses? If so, would you maintain control of your adventurer after the transformation, or would this be considered a "Game Over?"
I'm curious, does this diaspora of dwarven families arise from children or parents actually migrating from fortress to fortress in worldgen, or is this movement abstracted?
What are the obstacles to just assembling the starting seven dwarves as if they were a migrant wave (and possibly replacing their skills)?
will trading something to the mountainhomes allow you to request it from the outpost liaison later on?
Not sure if it's too technical to be asked, but Toady : how can a necromancer line of sight affect a non-necromancer targetting something ? Do you mean targetting as in chosing which body part to attack or the "fire crossbow"-type targetting ? And finally, what do werewolves have to do with any targetting at all ?
Toady do the sponsorship animals means that soon we will have giant and person versions of all the animals currently in the game? Are we that far from a Monarch Butterflyman?
Are there any plans for city structures, of any race, to reach into the sky?
Toady, what is your stance on SOPA and the like. I reckon (from Dwarf Talk) you are pretty paranoid about such things.
Will armour ever have a noticeable effect on speed and dodging? I mean, will leather armour have a concrete advantage over steel when it comes to fast response to attacks and a dodging boost?
will titans, forgotten beasts and mega beasts automatically rise from the dead in regions were normal creatures would? Also would this only apply above ground, or all the way down to the circus?
Dwarves are still stupid.
Hm...if it rains blood from actual creatures...would it rain potentially toxic blood from procedurally generated/modded-in/etc critters? That could be Fun really fast...
Dwarves are still stupid. I can probably work on this and fire a bit during the bug-fixing cycle if I remember. Scanning around in 3D for a flow event is a little expensive, but I think it can be dealt with.FIRE AI OMG
Quote from: FootkerchiefThe devlog indicates concern about having interesting items -- the kind that would be deliberately taken down there by criminals and adventurers. If you want to pick through garbage, you can still go to a craft shop.
He he he, well, garbage would be cool. And there are still crafts shops. I think the sewers do need to have more character, which would involve garbage. As I said above it doesn't track the garbage. I'm not sure I want to do it numerically as specifically as I track the regular items, because there's be a memory/speed hit there, but something will happen there. I'm not sure what though.
Dear Toady One,
Will it be possible in upcoming update to choose material from which the dwarves will make items in shops like Mason or Carpenter? Just to order dwarves - make only marble doors! Not doors from all material types.
Workshop Material Use and Specific Object Construction
Ability to specify material used in jobs
Ability to order the construction of a specific item or decoration of item in complete detail
I've obviously missed something here. The deadly mists and rains, they are "evil" regions only right? Because Toady's choice of words makes it sound like there's a chance of being slaughtered by your own melting zombie dwarves no matter where you live. :PHe's said the mists are only in evil places, but as far as we know nothing keeps the husks from migrating to other regions.
Don't Goblins love evil biomes?I've obviously missed something here. The deadly mists and rains, they are "evil" regions only right? Because Toady's choice of words makes it sound like there's a chance of being slaughtered by your own melting zombie dwarves no matter where you live. :PHe's said the mists are only in evil places, but as far as we know nothing keeps the husks from migrating to other regions.
So Toady, will it be possible to mod in mutations that physically change the body of the victim through curses?Not yet, no. He said previously (in the context of frankensteinian monsters, but the same things apply) that actual body changes would require a potentially long-ish rewrite of the body system.
If so, we have the possibility of a mutation system!
So Toady, will it be possible to mod in mutations that physically change the body of the victim through curses?Not yet, no. He said previously (in the context of frankensteinian monsters, but the same things apply) that actual body changes would require a potentially long-ish rewrite of the body system.
If so, we have the possibility of a mutation system!
Don't Goblins love evil biomes?I've obviously missed something here. The deadly mists and rains, they are "evil" regions only right? Because Toady's choice of words makes it sound like there's a chance of being slaughtered by your own melting zombie dwarves no matter where you live. :PHe's said the mists are only in evil places, but as far as we know nothing keeps the husks from migrating to other regions.
When the mist gets out of its region, it'll drop off quickly.
But isn't that what we have now with stuff like the were-wolves? I thought the major issue lay in correctly transcribing wounds. Since Shadowscales doesn't seemed concerned with that, we can just do what we currently do and make it go from one complete body to another.No, werebeasts don't change the body, they get a whole new body for their werebeast form, with no relation to the actual human(oid) body. I suppose you could get a mutation system out of it, having a new creature definition for a third eye, one for a sixth digit, one for a third and and a sixth digit... for each race, but, well....
Dwarves are still stupid. I can probably work on this and fire a bit during the bug-fixing cycle if I remember. Scanning around in 3D for a flow event is a little expensive, but I think it can be dealt with.FIRE AI OMG
So Toady, will it be possible to mod in mutations that physically change the body of the victim through curses?Not yet, no. He said previously (in the context of frankensteinian monsters, but the same things apply) that actual body changes would require a potentially long-ish rewrite of the body system.
If so, we have the possibility of a mutation system!
But isn't that what we have now with stuff like the were-wolves? I thought the major issue lay in correctly transcribing wounds. Since Shadowscales doesn't seemed concerned with that, we can just do what we currently do and make it go from one complete body to another.
No, werebeasts don't change the body, they get a whole new body for their werebeast form, with no relation to the actual human(oid) body. I suppose you could get a mutation system out of it, having a new creature definition for a third eye, one for a sixth digit, one for a third and and a sixth digit... for each race, but, well....
That said, I forgot one thing that probably counts as body changes as Shadowscales means them, which is changing non-color appearance modifiers (length, etc).
You can change the appearance modifiers (and thereby the ingame size) of any body part, but that's it short of a full transformation to a different creature type:Code: [Select][CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
So you could make a creature's eyes become huge, bulging and red, or transform a creature into twice its normal size, but you couldn't make it sprout extra limbs.
QuoteQuote from: EmeraldWindNO_PHYS_ATT_GAIN - I noticed this tag in a couple of the entries in the new interaction based nightcreatures. Does it prevent future Attribute gains for the creature?Quote from: Knight OtuIt certainly sounds like it does that. It does seem a bit weird that necromancers and vampires would have that tag, but the presence of that tag could be randomized.
Yeah, it locks attributes in place. For some reason, I didn't imagine vampires being able to lift weights and load themselves out. I dunno if that'll be randomized in the future. As a general note, you can zero out the number of random vampires and use the example vampire to make your own work how you want. I'm not sure when we're going to have parameters for how the randomization actually works. I think the current plan was to do that first with random dragons, but I'm not sure what the format is going to be.
There's a "clunkiness" penalty to rolls and an overall speed penalty, I think. I'm not sure what the overall deal should be with armor weights. We're missing things like padding under metal armor, and I don't know anything at all about how leather armours work with that or how much they should weigh or encumber compared to other armors. There's kind of an RPG tradition there, but I'm not sure how it should actually work.
Older vampires tend not to get faster or stronger in most Lore I've read.
They just tend to develop additional powers and abilities over time and sometimes it is just from mundane old magic they learned over the centuries they lived rarther then pure vampiric power. Which Toady has considered (a Vampire only secret system).
It can actually play a dark picture if you think about an Immortal creature learning plenty of skills, secrets, and arcane arts over the years as a villain.
Older vampires tend not to get faster or stronger in most Lore I've read.
They just tend to develop additional powers and abilities over time and sometimes it is just from mundane old magic they learned over the centuries they lived rarther then pure vampiric power. Which Toady has considered (a Vampire only secret system).
It can actually play a dark picture if you think about an Immortal creature learning plenty of skills, secrets, and arcane arts over the years as a villain.
Certainly you can find examples of every sort. But the overwhelming majority of vampire fiction points to "stronger with age" - http://tvtropes.org/pmwiki/pmwiki.php/Main/StrongerWithAge
The only real exception I can think of to the "stronger with age" rule for vampires is.... Twilight.
Older vampires tend not to get faster or stronger in most Lore I've read.
They just tend to develop additional powers and abilities over time and sometimes it is just from mundane old magic they learned over the centuries they lived rarther then pure vampiric power. Which Toady has considered (a Vampire only secret system).
It can actually play a dark picture if you think about an Immortal creature learning plenty of skills, secrets, and arcane arts over the years as a villain.
Certainly you can find examples of every sort. But the overwhelming majority of vampire fiction points to "stronger with age" - http://tvtropes.org/pmwiki/pmwiki.php/Main/StrongerWithAge
The only real exception I can think of to the "stronger with age" rule for vampires is.... Twilight.
Actually Twilight doesn't subvert this either. (Mind you Twilight is one of the few Vampire mythologies that support it)
But there is a difference between "Stronger" as in more powerful and "Stronger" as in Bench pressing.
I am only suggesting that a lot of vampire lore the vampires don't actually get physically stronger or faster (unless they enhanced it through NOT physical means)
As well remember Toady's problem is only that he doesn't feel vampires should be able to "lift weights" to build up strength. Which the vast majority of vampire lore supports. For example in World of Darkness a vampire CAN increase their strength, but they don't do it through lifting weights. He isn't against them improving or getting stronger.
Here's a post I made that discusses the app modifiers:Yeah, I meant to say that this sort of "body change" is something that can be done (though it's not a body change in the sense that the body definition changes).You can change the appearance modifiers (and thereby the ingame size) of any body part, but that's it short of a full transformation to a different creature type:Code: [Select][CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
So you could make a creature's eyes become huge, bulging and red, or transform a creature into twice its normal size, but you couldn't make it sprout extra limbs.
yeah i kind of got the vibe that he planned some other form of improvement for them, not sure why.Toady mentioned a generation counter for vampires for power dilution and similar things (which would be the inverse, weaker with youth, but pretty much the same end result), but he didn't get around to it for this release (much like the monstrous vampires will have to wait).
Quote from: Moonshadow101Any plans for hereditary curses? "Your family shall suffer for seven generations" seems like a pretty common tropes, and it would be funny to see babies spontaneously combust because their parents had a nasty run-in with a mummy two years ago.
Also, and I know this isn't the question anyone wants to read, but is there are roadmap to the next release? Like, right after the mummies and tombs? Or is there another thing after the Mummies before release?
We don't have any specific plans, but it's a reasonable thing. I think we were thinking of doing some kind of generation counter for vampires so that you could do things like power dilution etc., and that might be related, but it wasn't done either, so it doesn't matter yet.
Creatures that have "CRAZED" will attack anybody that isn't their race, and all of the werebeasts are generated with it. There isn't currently a way to make them attack everybody or analyze syndromes.
Twilight Vampires aren't even Vampires. They're unseelie. Poorly written unseelie, but unseelie all the same.
Thanks for the answers, Toady! Sounds like it's going to be a very interesting release.It makes me think someone should make a fortress known as the "Compound of Venture". It would be especially good if you could get a friendly necromancer named "Orpheus" living with you somehow.
Not sure why I didn't see it this way when it first came up, but I'm now envisioning monarch butterflymen as the rulers over all butterflymankind. It's an odd image.
Toady, i find the stone management function screen to be tedious. Could we ever designated stone use per workshop instead of fortress wide?
Toady, i find the stone management function screen to be tedious. Could we ever designated stone use per workshop instead of fortress wide?
This is not the place for suggestions.
Thanks to Footkerchief, MrWiggles, Knight Otu and anybody I missed for helping with questions this time.Quote from: KogutSo it is possible to find vampires by creating bedrooms, without assigning. Wait. Dwarves without claimed ones are vampires. Is it a intended behaviour? Maybe vampire also should claim bedrooms? Or maybe it is somehow predicted but not mentioned.
I don't think I handled that. Keep 'em coming, he he he. It'll be an arms race for a while as we patch up stuff I didn't cover.
What does the vampire job say when they are heading to a sleeping victim or in the process of feeding? I hope we don't get "Shem Dedukbomrek, Engraver cancels Suck Blood: Interrupted by Goblin Hammerman" or "Iden Tathuroltar, Furnace Operator cancels Attend Party: Thirsty for blood". Do you think they need to lie to the player a bit about what they are/were doing?
If you have a creature that has caste-based blood, will the blood rain be chosen randomly from each caste or will it be all from one caste?
Also, an idea.
How about "Play now" simply randomly takes the dwarves from a nearby site? It would be a good placeholder implementation for the "situation" that is going to be in eventually.
How about something like searchable "piles" of refuse or debris?
By that I mean tiles which are identified as refuse or debris and, when searched, an adventurer would find one or more random items. That way, the game would not have to track any additional items until after an adventurer searches through a pile, so no memory/speed hit would occur. Although, after searching through a pile one or more times, I suppose the pile would either have to be removed or flagged so that it can not be searched infinitely for infinite items. Similarly, I could imagine an adventurer coming across a chest or box in which criminals or other adventurers might have stashed something. Again, items could be randomly genterated after a container is searched.
Will, in future when we can drain animals blood into barrels, get the option for things like werebeasts etc to 'donate' some of their blood so you can safely convert your dwarves to a selected class?
Vampires are not real, therefore, an author, can define them however, they choose. Thusly, the vampires in Twlight are vampires, because, thats what vampires in Twilight are.Twilight Vampires aren't even Vampires. They're unseelie. Poorly written unseelie, but unseelie all the same.
I always think of a reverse Francis, and think of them as more being zombies.
This kind of thing annoys me. Its like, saying the Hobbits in The Hobbit, aren't Hobbits. They're closer to large brownies.
Following that line of thought, is a mosqito a vampire?
This was mentioned in DF Talk 12.Following that line of thought, is a mosqito a vampire?
Clearly, DF needs to uncover what happens when a mosquito contracts vamprism. And Lycanthropy. Which reminds me, Are there plans to simulate insect transmitted diseases and syndromes?
Toady: ... Leeches and mosquitoes are going to be fun.
Rainseeker: Ah, will they spread disease?
Toady: Well, that's the question right? When you get to the mosquito you can be satisfied in a way just making a creature that bites you that doesn't really suck an appreciable amount of blood necessarily - unless it's a giant mosquitoman, which is disgusting - but it give you this really annoying itchy thing ... If we did all that then mosquitomen would be considered a success for the swamps and so on, probably. But really you want to get to ... you know, do you add diseases and blood borne illnesses and that kind of thing? I don't know, I don't know. It's a question with all of these, really. Bees won so I spent a lot of time on them, and I just don't have time to spend a month on every animal.
Rainseeker: Please do not.
Toady: Yeah, that would be five years. It would be a great animal game at that point, but it'd be a long time. It's hard to say with any given animal exactly how much time I'm going to spend on that, because diseases is something we were going to put in in the big nineteen month release - I think it was one of the few items that got redded out on that list, along with formations and brain death and a few other things - so it didn't make it in and so it's fair to say that the game is ready for it and if you want to have world generation and then after that experiencing diseases and plagues and stuff, it's a really important force in world history and if the mosquitoes are the vector for that then that'll be great for them, that addition to the game. I don't know, they're coming though, at some point...
This kind of thing annoys me. Its like, saying the Hobbits in The Hobbit, aren't Hobbits. They're closer to large brownies.
Of course, the problem with that logic is that Twilight in no way invented or defined the word "Vampire".
A better analogy would be that saying that the Dwemer of Elder Scrolls lore are not dwarves despire being called dwarves. Which, incidentally, is also true - they aren't.
QuoteQuote from: EmeraldWindNO_PHYS_ATT_GAIN - I noticed this tag in a couple of the entries in the new interaction based nightcreatures. Does it prevent future Attribute gains for the creature?Quote from: Knight OtuIt certainly sounds like it does that. It does seem a bit weird that necromancers and vampires would have that tag, but the presence of that tag could be randomized.
Yeah, it locks attributes in place. For some reason, I didn't imagine vampires being able to lift weights and load themselves out. I dunno if that'll be randomized in the future. As a general note, you can zero out the number of random vampires and use the example vampire to make your own work how you want. I'm not sure when we're going to have parameters for how the randomization actually works. I think the current plan was to do that first with random dragons, but I'm not sure what the format is going to be.
In almost every interpretation of vampires in every mythology, vampires gain power over time. The older a vampire is, the more powerful it is - including being stronger and faster. The more blood a vampire drinks, the more powerful a vampire is.
Why did you decide to abandon this fundamental aspect of vampire lore? It has nothing to do with working out, granted, but vampires being stuck at particular attribute levels for all time is absolutely bizarre.
Done by Deon.Following that line of thought, is a mosqito a vampire?
Clearly, DF needs to uncover what happens when a mosquito contracts vamprism. And Lycanthropy. Which reminds me, Are there plans to simulate insect transmitted diseases and syndromes?
Oh just a thought: is it possible to generate mists over/on special map-tiles? (Sulphur)gasses and compounds on Volcanos and Swamps would be a nice touch ... hehe including self-igniting stuff.
Following that line of thought, is a mosqito a vampire?
Clearly, DF needs to uncover what happens when a mosquito contracts vamprism. And Lycanthropy. ...
Following that line of thought, is a mosqito a vampire?
Clearly, DF needs to uncover what happens when a mosquito contracts vamprism. And Lycanthropy. ...
Sea lampreys, nightwings, leechmen, and some procedural creatures currently have blood sucking attacks. Do those respect blood ingestion syndromes?
QuoteQuote from: HephToady after reading the latest devlog entry i was wondering if only the blood of intelligent creatures work or if you could suck out a bunny or a boar. Secondly i wonder what would happen if you suck the blood of a creature that has an interaction linked to its blood?Quote from: LordNagashWhy do they have to be unconscious? I mean if you're fighting someone one-on-one, seems likely that you'd be able to grapple them and then bite into them.
You'd be able to drain an unconscious animal, if you want to strangle one or something. Any ingestion syndrome from the blood would be triggered.
...
As far as i understand it that counts for all bloodsucking attacks thus leeches, Nightwings etc. will be poisoned if they can be affected by the poison.
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
Toady, is there a reason you know of why it is so common for middle fingers to get damaged? The SA "Gemclod" fortress in particular showed dozens of combatents getting their middle fingers mangled, and now it's showing up in your dev log. Is this a bug, a bizarre statistical fluke, or is there a good reason the simulation tends to pick middle fingers to bust up?Improper behavior. Elbows are next.
Toady, is there a reason you know of why it is so common for middle fingers to get damaged? The SA "Gemclod" fortress in particular showed dozens of combatents getting their middle fingers mangled, and now it's showing up in your dev log. Is this a bug, a bizarre statistical fluke, or is there a good reason the simulation tends to pick middle fingers to bust up?
Toady, is there a reason you know of why it is so common for middle fingers to get damaged? The SA "Gemclod" fortress in particular showed dozens of combatents getting their middle fingers mangled, and now it's showing up in your dev log. Is this a bug, a bizarre statistical fluke, or is there a good reason the simulation tends to pick middle fingers to bust up?
Most likely confirmation bias.
Most likely confirmation bias.
I don't know. When middle fingers get mangled on both hands, repeatedly, without injury to any other fingers, it seems like something more is going on. It's not just that middle fingers keep getting busted up, but that NO OTHER FINGERS SEEM TO. At least, I haven't seen any other fingers get hurt.
Instructor was a little bit batty as well.
I can't wait to make a cloud of molten gold mist...
I can't wait to make a cloud of molten gold mist...
gold covering 4th toe, right foot... ad nauseum. :)
I took a class on vampirism in college. Best class ever. Counted as either a literature, film, or German Language class depending on how you signed up for it. Not nearly as easy a course as you'd think... (Instructor was a little bit batty as well. She hated margins, line spacing, and paragraph breaks, so all your papers had to be printed out as a single block of text from the upper left to the bottom right corners of the page...)
I don't know if this has been covered, butThey're easy to avoid.
Will it be possible for certain things (like the aforementioned yellow mist) to be disabled during worldgen?
I don't know if this has been covered, butThey're easy to avoid.
Will it be possible for certain things (like the aforementioned yellow mist) to be disabled during worldgen?
Dont embark or adventure in evil regions.
I don't know if this has been covered, butThey're easy to avoid.
Will it be possible for certain things (like the aforementioned yellow mist) to be disabled during worldgen?
Dont embark or adventure in evil regions.
Oddly enough for any feature that sets any amount of difficulty towards the player but doesn't have an obvious off switch... You get people asking for the ability to shut it off.
There was already entire threads on outright disabling the threat of reviving undead, digging creatures (and no, not JUST for their ability to create tunnels but their ability to actually land blows), and even just random death.
Mind you, it isn't like there arn't features I don't want toned down, but your going to get this constantly.
Also Mists are very harmless in Dwarf Fortress given the amount of time dwarves spend outdoors (may I add that "Cave adaption" is a thing). If anything it is a benefit to your fortress and can be used to take down siegers if your lucky.
To each their own vampires. (http://wh40k.lexicanum.com/wiki/Genestealer_Cult#.Tx9JXickqc0)
Taking a stab in the dark here:
Will it be possible to make a creature emit a 'mist' via modding?
That unfortunately causes a weird pulsing effect instead of the smoke/miasma look I'm thinking of.
That means we could have adventurers survey sites for future embarks, and leave presents and markers for those dwarves!
01/24/2012
Lots of drop the spear, come back, get the spear today. And drop the backpack, leave, come back, see if there are still objects contained inside. You can now place a dagger, say, out in the woods far from any site and find it later on. Your adventurers that get jumped out in the wilderness will also have findable remains/objects that you can go grab in your next game or embark upon with your dwarves.
If items you drop in adventure mode stay where they're dropped even if you're killed, does this mean that items which are dropped in fortress mode stay EXACTLY where they're dropped if/when they're dropped at all? Does this mean that items being strewn over every tile of the embark area is now GONE from the fortress mode game?That was never a bug or a limitation on tracking items. Items being strewn about was originally a feature to simulate your site being ransacked. Toady has admitted it sucks and needs improvement, but if he hasn't explicitly stated that it has been turned off then my money is that it hasn't.
I'm going to say the answer is a big ole no. I had the same thought too, but storing items in sites never seem to be a real issue, and your fort, is a site. The reason why item placement became Dev worthy, is because there /so/ many new items to keep track of that the old means to store this info were failing, and that apparently spilled into just remember where everything is, everywhere. Or there about.Quote from: Toady One01/24/2012
Lots of drop the spear, come back, get the spear today. And drop the backpack, leave, come back, see if there are still objects contained inside. You can now place a dagger, say, out in the woods far from any site and find it later on. Your adventurers that get jumped out in the wilderness will also have findable remains/objects that you can go grab in your next game or embark upon with your dwarves.
If items you drop in adventure mode stay where they're dropped even if you're killed, does this mean that items which are dropped in fortress mode stay EXACTLY where they're dropped if/when they're dropped at all? Does this mean that items being strewn over every tile of the embark area is now GONE from the fortress mode game?
Please, say yes.
I can't stand to think that you've done all this wonderful work improving items, getting them to stay put properly in adventure mode; but every time you abandon a fort it's like a giant robo-maid hit your fortress entry dead-on and vacuum-cleaner'd up the whole contents onto the surface, caves, and everywhere. :o
What if
If items you drop in adventure mode stay where they're dropped even if you're killed, does this mean that items which are dropped in fortress mode stay EXACTLY where they're dropped if/when they're dropped at all? Does this mean that items being strewn over every tile of the embark area is now GONE from the fortress mode game?That was never a bug or a limitation on tracking items. Items being strewn about was originally a feature to simulate your site being ransacked. Toady has admitted it sucks and needs improvement, but if he hasn't explicitly stated that it has been turned off then my money is that it hasn't.
Yup. Note that heavy items get moved little or at all -- despite being annoying, it's intended behavior.
I know it's intended behavour for items at present to fly to the far corners of the embark site when you lose a fortress. I want to know if that feature is now gone, because here's this new feature that opens the possibility for actual adventure mode NPCs to do the moving-the-items-around bit ( 8) ) and do it more accurately/realistically then the current item-fling code does.
Quote from: GreigerThough I do have one question. In an adventurer made structure (or site or whathaveyou) will items inside still be scattered around to the hills? Or will that be removed for adventure made sites? Removed entirely? Removed only in locations where it doesn't make sense?(Fully sealed underground rooms, etc)
It'll probably start with the removal of the scattering mechanic for the adv sites. We have to be a little careful with your things. After that though, there should be some reemergence of theft/scattering depending on the qualities of the site. There's a balance to be struck, because it would be fun in a sense to use the villain hunting process to have a chance to track down the guy that took your stuff, but it would be incredibly annoying to have to do that very often (or even a few times).
I fixed a problem where the soldiers had become difficult to get into your party because of their high skills... conversation skills. It's odd when a high flattery skill leads to somebody talking down to you.
...
One, a person with a high conversation should be able to see right through your nice words that you only want to lead them on a murderous rampage to use as a cannon meat.
Two, a person with high self-esteem (I can assume high conversation = higher self esteem) might want not to go with the first stranger they see. They might want to wait until someone better comes along, confident that they will be able to convince them that they will be allowed to join.
Toady, I'm glad that you're testing thoroughly, butreleasethenewversionalreadypleaseIbegyou.
Toady, I'm glad that you're testing thoroughly, butreleasethenewversionalreadypleaseIbegyou.
Trust me, you don't want him to do that.
The big releases are nearly unplayable even with all the rigorous testing that Toady and ThreeToe do; after all, they are just two men testing the mammoth of interconnecting frameworks and stuff that this game is. Expect at least 6 bugfix releases soon after the first release of the new version.
Does this mean fortress item scattering will be toned down in the next release? Just curious.Asked on the previous page.
Toady, I'm glad that you're testing thoroughly, butreleasethenewversionalreadypleaseIbegyou.
Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.No.
super powdered fish
I was actually talking about carp, in the older games they had the can learn tag and all became legendary swimmers and as such slaughtered dwarfs like they were pottery lawn ornaments.super powdered fish
A forgotten beast has arrived! An enormous fish, composed entirely of powder! Beware its texture!
Don't see your point....See http://df.magmawiki.com/index.php/DF2010:Personality_trait and http://df.magmawiki.com/index.php/DF2010:Conversationalist
One, a person with a high conversation should be able to see right through your nice words that you only want to lead them on a murderous rampage to use as a cannon meat.
Two, a person with high self-esteem (I can assume high conversation = higher self esteem) might want not to go with the first stranger they see. They might want to wait until someone better comes along, confident that they will be able to convince them that they will be allowed to join.
...I think the change was done more because it made recruiting soldiers much harder than it should be as a game mechanic. If the simulation is accurately tracking conversation skills, then invariably you're going to be running into heaps of worldgen individuals who are "legendary consolers" or whatever, and that just makes it arbitrary and hard to understand from the player's perspective. If there was some way to tell who had great social skills and who didn't it would make sense, but without that you just have potential party members turning you down with no observable cause.
What I wanted to say, is that I don't see a problem with a high NPC trait reflecting negatively on you. Probably the way Toady encountered it, it sucks, but the concept is interesting.
Then you should have used the phrase "super-powered," not "super-powdered".I was actually talking about carp, in the older games they had the can learn tag and all became legendary swimmers and as such slaughtered dwarfs like they were pottery lawn ornaments.super powdered fish
A forgotten beast has arrived! An enormous fish, composed entirely of powder! Beware its texture!
Quote from: FootkerchiefDoes the Justice revamping mean that the bug with baron-appointed nobles e.g. the hammerer will be fixed?
The hammerer was fixed. The dungeon master is still in limbo.
Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.
Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.
You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.
Well, we probably wont see this get touched until all the world gen trade stuff is incorporated into Fort Mode.Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.
You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.
Handy as that trick is, Bins are also massively helpful.
He does have a point though, being able to just mass select my craft goods warehouse and have my swarms of haulers just decend on them in about 5-6 keystrokes.... would be very nice.
Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.
You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.
Handy as that trick is, Bins are also massively helpful.
He does have a point though, being able to just mass select my craft goods warehouse and have my swarms of haulers just decend on them in about 5-6 keystrokes.... would be very nice.
<quote pyramid>
Picking goods for sale is not problem - easily macroed; bins are indeed very helpfull, select goods to trade screen allows you to search by string and filter by type.
But picking goods for purchase is. You have look carefully through list of available items instead of blindly selecting everything which can be real pain in the ass. There is no way to sort or search goods list. Anyone who traded for steel items to melt can attest to that.
I've been having some trouble with dwarves not seing what is inside bins though. :(
With necromancy in the next release can we expect it to be built upon more in future releases such as being able to reanimate your hand and reattach it
God damnit I've got a serious feeling that the release is nigh but for all I know there are dozens of misc issues left.
I am getting IRL mocked for how often I'm refreshing /dwarves
God damnit I've got a serious feeling that the release is nigh but for all I know there are dozens of misc issues left.
I caught a vampire too. A fisher-dwarf accused the expedition leader, who I knew was innocent of course. So I had my sheriff drag the fisher-dwarf to the dungeon. I had no hammer, so he had to wait to be executed while we forged one. After 50 hammer strikes I knew I was right, because he lived.
Did anyone else get a "We're going to execute you because God will protect you if you're innocent." vibe from this? It just struck me as funny that Dwarven justice is about proving that someone is guilty if they can take an obscene punishment and survive it.I thought that surviving the hammer proved that he was guilty?
Did anyone else get a "We're going to execute you because God will protect you if you're innocent." vibe from this? It just struck me as funny that Dwarven justice is about proving that someone is guilty if they can take an obscene punishment and survive it.I thought that surviving the hammer proved that he was guilty?
If they sink and drown, they beDid anyone else get a "We're going to execute you because God will protect you if you're innocent." vibe from this? It just struck me as funny that Dwarven justice is about proving that someone is guilty if they can take an obscene punishment and survive it.I thought that surviving the hammer proved that he was guilty?
He survived even after 50 strikes, he's gotta be a Vampire. That's what i thought it meant.
Damnit, i'm getting all giddy now, thinking of the modding possibilites that the new release will open up...
A hammering is difficult to survive, but should it happen, then the punishment is served and the community naively assumes the convict is reformed. It's reasonably silly as things stand, and we'll have to do more in the future.
With enough creative social engineering, could we end up with a Vampire Fortress?
God damnit I've got a serious feeling that the release is nigh but for all I know there are dozens of misc issues left.
I am getting IRL mocked for how often I'm refreshing /dwarves
If I can get it before going back to this Hellish city I"ll bless the 1z level fall in the stairs that kept me stuck at home...
With enough creative social engineering, could we end up with a Vampire Fortress?
I'm pretty sure it's been said that it's possible. A repeating spike trap in the middle of a food stockpile set to only accept prepared meals and no barrels with the vampire burrowed on the spike might spatter blood all over your food...
I'm pretty sure it's been said that it's possible. A repeating spike trap in the middle of a food stockpile set to only accept prepared meals and no barrels with the vampire burrowed on the spike might spatter blood all over your food...
Can you even have a stockpile over a building? I don't think you could stick a trap immediately under a stockpile.
However, you could have a repeating spike trap just prior to the stockpile and maybe vampires will bleed over the food. Maybe also with high traffic zones that are spiked alternating with the food stockpiles.
Now that everyone is a historical figure, will worldgen beasts target low-life peasants when rampaging? (As opposed to singling out famous people and ignoring everyone else)
Now that everyone is a historical figure, will worldgen beasts target low-life peasants when rampaging? (As opposed to singling out famous people and ignoring everyone else)
Not answering your question but I think that will change once Rampages are Rampages involving many people and objects.
Right now Rampages seem to be Godzilla quietly walking into Tokyo, biting the leg off of one reporter... then creeping off again without a sound.
More sponsorship tests -- retracted into my giant tortoise shell and let a tapir kick at me for a while and various other silliness. Fixed another crash bug that Zach found when he was being attacked by his animated refuse stockpile. More generally, he's got an issue list that is growing while I chip away at it. It's a process.
Do toirtoisemen wear colored bandanas?
my forts usually slow to 40-60 FPS after 4 or 5 years at 100 popcap
Will the frequency of beast rampages ever be nerfed. My current world's Dwarven civilisation has had 248 leaders over 250 years. Two of which starved to death. The rest were killed by night hags and gloom trolls.
A quick inspection of other civilizations in that world shows a similar pattern.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
Groundhog Day, eh? If it doesn't come out, will we have to wait six more weeks? ;)
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
Groundhog Day, eh? If it doesn't come out, will we have to wait six more weeks? ;)
Groundhog's Day is Feb 2.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
Groundhog Day, eh? If it doesn't come out, will we have to wait six more weeks? ;)
Groundhog's Day is Feb 2.
Which is 2/2/12, but americans go by the weird MM/DD/YYYY system.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
Groundhog Day, eh? If it doesn't come out, will we have to wait six more weeks? ;)
Generally, a body part can be assigned any number of extra items in the creature definition to drop upon being butchered.
Quote from: ToadyOneGenerally, a body part can be assigned any number of extra items in the creature definition to drop upon being butchered.
And suddenly, we can have Genesis Balrogs dropping their actual weapons when their arms get butchered.
Among other things. ;D
Various animals root around in the dirt and eat bugs for your viewing pleasure.
Quote from: devlogVarious animals root around in the dirt and eat bugs for your viewing pleasure.
The fact that this was specifically noted, along with it being just bugs and not vermin in general, makes me wonder if it's done via HUNTS_VERMIN (http://df.magmawiki.com/index.php/Creature_tokens) or something new.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
Groundhog Day, eh? If it doesn't come out, will we have to wait six more weeks? ;)
Groundhog's Day is Feb 2.
I predict the new version will come out within the first few days of February. Possibly 1/2/12.
Groundhog Day, eh? If it doesn't come out, will we have to wait six more weeks? ;)
Groundhog's Day is Feb 2.
Ah, in my haste to make yet another clever remark I misread that. That looks like January 1, but since January is almost over, my brain skipped to the next month.
No real need. There's already a ton of cash in adventure mode and not much to spend it on. At least needing food will help drain off some of that cash.The new shops will give us better a better ability to spend money too. Probably not enough that we'll covet coinage, but it should help a bit. Once we get sites and livestock become available we'll have a boundless cash-sink to boot. We can be ranchers.
Quote from: devlogVarious animals root around in the dirt and eat bugs for your viewing pleasure.
The fact that this was specifically noted, along with it being just bugs and not vermin in general, makes me wonder if it's done via HUNTS_VERMIN (http://df.magmawiki.com/index.php/Creature_tokens) or something new.
Good question- my personal bet is that it is a new thing, maybe an interaction of some sort. This is based solely on the fact that he mentioned "your viewing pleasure," which leads me to imagine, say, chickens scratching up the grass in a tile. Should be exciting.
"Gastrolith obligation"? Mang, now I feel guilty mentioning them.
Toady keeps adding new items, objects etc. without support for more symbols for them. Unfortunately, this was making DFG more and more of a mess.
Is there anything reasonable that could be done to help those making graphical tilesets keep up with Toady's development? I know that spending time supporting 3rd party applications, graphics least of all, isn't a road Toady wants to walk down. I'm just trying to get a handle on the issue. Because some tile set makers will be willing to put in the effort, some won't, some things might be out of their reach due to limitations....but anything small that could make their lives easier would be excellent.
Is there anything reasonable that could be done to help those making graphical tilesets keep up with Toady's development? I know that spending time supporting 3rd party applications, graphics least of all, isn't a road Toady wants to walk down. I'm just trying to get a handle on the issue. Because some tile set makers will be willing to put in the effort, some won't, some things might be out of their reach due to limitations....but anything small that could make their lives easier would be excellent.
Other than ability to have more than 256 tiles for enviroment and items, nothing.
Mayday and others are running into problems because they rain into inherent issue of tilesets: some symbols are shared between different object (stair - bin - archery target - status mark - for example). As Toady adds more things that need symbols, it will be more and more problematic to make realistic looking tileset.
He could make those symbols all rawable the same way as creatues graphics are are rawable:
[ITEM:BIN:items.png:25]
Rainseeker: Because your game is ASCII, and ASCII is probably the most fun graphical representation of a game I've ever played. It's definitely old school ... but I think that the complexity of your game totally overwhelms even noticing it's ASCII after a while. Macbeth asked this interesting question; 'As the project gets more complex do you expect that these ASCII character sets won't be able to support the detail you're adding? What are your plans for displaying that information?'
Toady: It's already at that point, if you've seen the elves versus elephants or goblins versus goats or whatever issues come up ...
Rainseeker: 'Why are those elephants shooting arrows at me? I don't understand!'
Toady: And there are methods of getting around that to some extent, but eventually you hit a wall. You saw with world generation recently the human sprawl I went with lines and whatever the letter is called (ć) when you put an 'a' and an 'e' together for the hill farms, and eventually your bag runs out of ... bag stuff ...
Rainseeker: Tricks.
Toady: There's no more tricks in the bags, no more little characters in the bag. And so then you hit that point where you're like 'do you just go over to a tileset at that point? Do you experiment with Unicode stuff? If you add just a new IBM codepage r256 grid characters or whatever ...' If we add another grid of characters that look promising and just stick with that, that's kind of counterproductive in a way, because once you jump up beyond 256 you're free to move about the country at that point and go up to 65'000 or millions or whatever the rewrite entails. At the same time there's something to be said for the ASCII mode of the game, which I like because I can develop it quickly and I don't have to ... Zach and I drawing is not the same as other people drawing ... or maybe the problem is it's the same as other people drawing who aren't artists. And we can't use other people's tilesets without worrying about legal business, and more so not just legal business but ongoing development; if we've got a tileset then are there release delays when we wait for new pictures, or if a person drawing a tileset bails do we try and find somebody that can draw in the same style as they do, or does it become some kind of hellish hybrid of different art styles. It's difficult when we don't have an employee that we can employ for several years, or a person who will stick with the project. People stick with the project, like Baughn's been helping us for quite a long time, but what happens? If Baughn leaves, I do have some trouble with linux and mac support and so on, and other people can help with that, and I'm not sure graphics is the same way where someone can just step in and do the exact same thing, although artists are talented and there's probably someone who can do that, but I don't know if I can count on that or not. Then there's the legal question, I don't know how to do that properly; I have to make sure I can find someone I can trust who isn't going to lift a glyph from Nintendo without me noticing. So there're a lot of questions, it's not completely ruled out, but there're a lot of questions. The other method would be just to add another 256 characters if I don't just go with some Unicode font or something. And in a sense there's a charm at least with the vanilla, of adding just another 256 characters, because it's an extension that's required, but it still sticks within the same kind of poetic form. But there's going to be like seven people that agree with that assessment and a whole crapload of people that are like 'what the hell are you thinking?' So we're kind of there in a sense ... not super pressing at least, not anymore pressing than adding graphics to the game always was with running out of characters to display the information. But it's certainly already hit that wall in several places, and it's only filling it out more as time goes on.
Regarding the two of the top ten ESV items not specifically addressed on the new page, sped-up pathfinding and graphics support, the idea with the first is an upcoming date with the linux profiler now that we've got DF running over there to address the low-hanging fruit on the main grievance behind the suggestion (large, slow forts). In the case of supporting tiles for each game object, I need to figure out the deal with all the new SDL code before I can lay anything out in stark terms. The textures are stored differently (in a single atlas if it still works that way), and I'm not sure if it'll be feasible to move to full item/map texture support without altering the way that works.
He could make those symbols all rawable the same way as creatues graphics are are rawable:
[ITEM:BIN:items.png:25]
This would all be totally reasonable to expect provided there were no procedurally generated objects or creatures. Correct me if I'm wrong, but I get the impression that with the new release we might see the beginnings of both these - materials and night creatures. I think the night creatures might be drawn from a set pattern, as Toady already described the set colourings of each type, but I guess it's possible to expect further randomization in the future?
i.e. If Toady ever wants to have creatures or materials with random names and appearances, the very idea of a specific graphical tileset becomes quite a tricky thing to handle.
The procedural creatures definitely don't lend themselves to simple graphics support, but vanilla DF will always have stock creatures, probably as a solid majority of the creatures in the game.
Procedurally generated item types would have similar problems, but AFAIK the game doesn't have any yet. Procedural materials are fine since the only material attribute that really matters for graphical purposes is the color, which random materials will always have. That color can be applied to grayscale item graphics (just like the current item glyphs).
And materials can ideed be shown by just color. Any of 256^3 colors in fact.
And materials can ideed be shown by just color. Any of 256^3 colors in fact.
Although due to the way the game works, you can only show 265^0.5 colors.
Although due to the way the game works, you can only show 265^0.5 colors.
16 colors huh? Not that much
Quote from: FootkerchiefWill the next version display proper material colors for all items? In last year's raws preview, mineral raws still had a DISPLAY_COLOR tag, but that seems seriously obsolete. I did find a dev log reference (several weeks before the preview) to "color/symbol stuff for items/buildings made from materials," so I'm not sure what the deal is.
I don't get "proper" here. Do you mean RGB colors? The stuff being fed through the grid system rather than the creature tile system is still heavily constrained. I don't expect that to be handled until item display gets decoupled from the font tiles. If you mean using the 16 color approximation to the RGB material color, then it should use that for items. Minerals can still be weird because when they are a wall, you can't rely on the material's color, as background colors come up.
I guess I'm just kind of shaken by Mike Mayday's decision, along with thinking about the wheelbarrows full of new content in this release that tilesets would like to represent. I started DF with Mayday and his is one of the pillars of the Tileset scene. So when he's reached the point where he feels like he can't keep working around the problem, it makes us graphical folks all angsty.
So when he's reached the point where he feels like he can't keep working around the problem, it makes us graphical folks all angsty.
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.
After this release, the next series of shorter releases will be made up of, in no set order:
1) Improved sieges against your fortress
2) Adventurer skills/entity stuff, per the dev next stuff
3) Eternal suggestions voting stuff
Has Mr. Mayday completely given up or is he just shifting his format to something slightly different?
Proper handling of graphical tiles would be nice. Very nice. Of course, this would require at least partial RAW-ification of currently hardcoded equipment and other things.
No real need. There's already a ton of cash in adventure mode and not much to spend it on. At least needing food will help drain off some of that cash.The new shops will give us better a better ability to spend money too. Probably not enough that we'll covet coinage, but it should help a bit. Once we get sites and livestock become available we'll have a boundless cash-sink to boot. We can be ranchers.
Sept 2009: (http://www.bay12forums.com/smf/index.php?topic=30026.msg789913#msg789913)He said "in no particular order". Apparently the order is gonna be 2-1-3.Quote from: Toady OneAfter this release, the next series of shorter releases will be made up of, in no set order:
1) Improved sieges against your fortress
2) Adventurer skills/entity stuff, per the dev next stuff
3) Eternal suggestions voting stuff
Well... There goes a few of my friends... Dang!
Well... There goes a few of my friends... Dang!
Kind of harsh dumping your friends just because they give up Dwarf Fortress.
Traditionally, I am a big supporter of the extended ASCII display. It looks good, the tiles are small enough and characters look different enough. The three critical features no graphics set to date has. Examining an unknown object is a minor issue. And anything frequent or important will be memorised quickly.A few weeks ago, a friend of mine bought a 1080p, 63' TV screen. It is a massive monstrosity of amazing clarity. I immediately hooked up my computer to play Dwarf Fortress with the original ASCII graphics just to watch him cry.
However, as previously linked, Toady has run out of characters. Adding more will remove one of the biggest advantages ASCII display has, the limited number of characters to remember and recognise. I am not too thrilled about the alternative though.
Graphics sets have huge issues with tile size. With too small tiles one cannot convey even as much information as the ASCII set does. But not all of us have wide screen full HD televisions to display the game on. And the two overlap. A 16^2 tile is both too small and too large at the same time. Some of the monitor area could be recovered if the map display was disassociated from the menus which are fine with the default curses font.
Sept 2009: (http://www.bay12forums.com/smf/index.php?topic=30026.msg789913#msg789913)He said "in no particular order". Apparently the order is gonna be 2-1-3.Quote from: Toady OneAfter this release, the next series of shorter releases will be made up of, in no set order:
1) Improved sieges against your fortress
2) Adventurer skills/entity stuff, per the dev next stuff
3) Eternal suggestions voting stuff
Well... There goes a few of my friends... Dang!
Kind of harsh dumping your friends just because they give up Dwarf Fortress.
I could be wrong (& don't want to speak for Neonivek), but I think he was saying that without Mayday's excellent graphical support, a few of his friends would stop playing DF. Thus, "there go a few of his friends," not from being his friends, but from being religious players of DF.
Traditionally, I am a big supporter of the extended ASCII display. It looks good, the tiles are small enough and characters look different enough. The three critical features no graphics set to date has. Examining an unknown object is a minor issue. And anything frequent or important will be memorised quickly.A few weeks ago, a friend of mine bought a 1080p, 63' TV screen. It is a massive monstrosity of amazing clarity. I immediately hooked up my computer to play Dwarf Fortress with the original ASCII graphics just to watch him cry.
However, as previously linked, Toady has run out of characters. Adding more will remove one of the biggest advantages ASCII display has, the limited number of characters to remember and recognise. I am not too thrilled about the alternative though.
Graphics sets have huge issues with tile size. With too small tiles one cannot convey even as much information as the ASCII set does. But not all of us have wide screen full HD televisions to display the game on. And the two overlap. A 16^2 tile is both too small and too large at the same time. Some of the monitor area could be recovered if the map display was disassociated from the menus which are fine with the default curses font.
At this rate, unsurprisingly no eternal suggestion voting stuff will be done, like, ever.
The squid/octo ink clouds and cuttlefish sepia ink clouds and a new hide effect finish off the work on sponsorship creatures, at least for this release. We'll add more critter properties in the future as it comes up. We've got crayon art to draw tomorrow, and the usual month endiness.
I think they're supposed to still be going on, but just became non-short accidentally.Sept 2009: (http://www.bay12forums.com/smf/index.php?topic=30026.msg789913#msg789913)He said "in no particular order". Apparently the order is gonna be 2-1-3.Quote from: Toady OneAfter this release, the next series of shorter releases will be made up of, in no set order:
1) Improved sieges against your fortress
2) Adventurer skills/entity stuff, per the dev next stuff
3) Eternal suggestions voting stuff
The series of shorter releases following 31.01 has come and gone, as you may have noticed.
So is release coming on second day?(which because of timezone is 3th day of february to me D:)At the earliest. It's quite possible to come out a few days later still. We still have the SDL stuff and probably some optimization work, at least.
I can't recall any zombie lower halfs from any other games/movies I've seen. On many, MANY occasions in other games you'll strike down a zombie only to have the top half come crawling after you, but I've never seen a lower half hop up and run into things. I guess that's the big reason, what in the world would a lower half actually DO? I can't imagine they'd kick too hard since they have little to no weight behind em so unless they'd... throw their innards or something the only other possible attacks would require immediate brain bleach.
I can't recall any zombie lower halfs from any other games/movies I've seen. On many, MANY occasions in other games you'll strike down a zombie only to have the top half come crawling after you, but I've never seen a lower half hop up and run into things. I guess that's the big reason, what in the world would a lower half actually DO? I can't imagine they'd kick too hard since they have little to no weight behind em so unless they'd... throw their innards or something the only other possible attacks would require immediate brain bleach.
Google "dead alive lawnmower scene". practically everything from intestines to single limbs go at him. Though it is comedy,it proves the point ,anything could be animated.
Beware the Zombie Teeth; they are like stepping on a lego brick on the way to the bathroom at 3 am.Jacob/Lee has given into pain!
I can't recall any zombie lower halfs from any other games/movies I've seen. On many, MANY occasions in other games you'll strike down a zombie only to have the top half come crawling after you, but I've never seen a lower half hop up and run into things. I guess that's the big reason, what in the world would a lower half actually DO? I can't imagine they'd kick too hard since they have little to no weight behind em so unless they'd... throw their innards or something the only other possible attacks would require immediate brain bleach.Footstomp. It hurts. Less so with only the weight of a half-person, but still.
I wonder how many people will start building their refuse stockpile next to a magma source. I mean in most games I've usually got around 50 rotting goblin and troll corpses stored there.
I wonder how many people will start building their refuse stockpile next to a magma source. I mean in most games I've usually got around 50 rotting goblin and troll corpses stored there.
I have also been trying to use teachers to train up new military dwarves, and even with grand master teachers, the learning speed is abysmally slow. Do we know if Toady is planning to change how the teacher skill works? And in the future, do we know if dwarves will be able to use the teacher skill to pass on skills other than military ones?
I have also been trying to use teachers to train up new military dwarves, and even with grand master teachers, the learning speed is abysmally slow. Do we know if Toady is planning to change how the teacher skill works?To my recollection, the teaching skill is fairly effective, but the dwarves doing the teaching also need to have a high skill to teach, and need to be dutiful. Dwarves without a sense of duty just never bother to organize training. In my experience there isn't a faster way to train weapon skills than teachers (danger rooms and sparring don't seem to do as well), though armor and defensive skills seem quite slow.
Yeah, but I like going to the page I was on last first.Oh, didn't know that about the New button
In any case, there's precedent for it. Toady's restarted the thread at least twice in the time I've been here.
I embarked with two fifth level teachers, with one level in fighting skills like axe dodge and shield. They sparred till they were legends then I gave each one a squad of skill-less dwarves. After the squad skills up, rotate in a new group of newbies. I was trying to see if a legendary teacher was a viable training option compared to sparring. They really didn't even seem close.
I embarked with two fifth level teachers, with one level in fighting skills like axe dodge and shield. They sparred till they were legends then I gave each one a squad of skill-less dwarves. After the squad skills up, rotate in a new group of newbies. I was trying to see if a legendary teacher was a viable training option compared to sparring. They really didn't even seem close.
The key here is the Student skill. The Teaching skill is effective on its own, but nowhere near as effective as when it's used in combination with Student. That said, immigrants with the Student skill seem few and far between. Perhaps a new custom workshop - a Study? - with a reaction designed to improve the Student skill would be useful.
The main issue here, is a poor feedback as to why training isn't goin well, or why it is going well. There's personality conflicts. The Dorfs needs the right personality traits to be a good teacher, and have a teaching skill + the weapon/armor skill or activity skill. Then you also need the Student dorf to have the right mix of personality traits and the student skill.
It does work, but we dont have good feed back to make it work.
Although, the current system that makes it quite hard to train up melee dwarves DOES encourage the tactic of mass green civilians with crossbows deployed against enemy sieges. Isn't mass conscripts with effective and deadly ranged weapons that don't require much training a common real life tactic? ;P
Although, the current system that makes it quite hard to train up melee dwarves DOES encourage the tactic of mass green civilians with crossbows deployed against enemy sieges. Isn't mass conscripts with effective and deadly ranged weapons that don't require much training a common real life tactic? ;P
Cannon fodder is probably about the most useful way of utilizing all those damn cheese makers and potash makers, dissectors and animal caretakers.
"mass conscripts?" Do you mean the cheese makers and farmers? There have been a a lot of angry farmers through history why do you think I brought the war scythe back in my sergal mod :PWhy would you add a war scythe when the game doesn't even include peace scythes? The whole point of then was that they were really easy to make from a normal farm tool, but we don't actually have that farm tool.
http://en.wikipedia.org/wiki/War_scythe
"mass conscripts?" Do you mean the cheese makers and farmers? There have been a a lot of angry farmers through history why do you think I brought the war scythe back in my sergal mod :PWhy would you add a war scythe when the game doesn't even include peace scythes? The whole point of then was that they were really easy to make from a normal farm tool, but we don't actually have that farm tool.
http://en.wikipedia.org/wiki/War_scythe
Argh, training via the traditional method is more complicated than I thought, and so easy to render ineffective. It wouldn't be half as bad, even without the feedback, if student skill was easier to come by, or if acquiring student and teacher skill were essentially minor speedbumps to simulate the slowness of starting an army from scratch before you quickly built up effective drill sergeants. The effectiveness of teaching is nullified by the fact that the most effective teachers can't drill multiple dwarves at once.I've mastered pretty much everything else to the point of finding DF pretty easy (unless I unleash the HFS of course), but THIS "revamp" of the military got me to stop playing. Managing a military (both training and reliably equipping them) is SO incredibly frustrating now that I doubt all the recent additions will bring me back to the game (and donating), unless it's fixed.
Edit: I'm not asking for a dumbing down, far from it. But streamlining the interface a bit, giving more feedback to the player and maybe putting a better sense of military discipline in those idiots (with military justice if they don't obey) is really essential.
Will the new version allow us to remove dead creatures and dwarves from the unit list?Nope.
Will the new version allow us to remove dead creatures and dwarves from the unit list?Nope.
They're in their own tab now.
Animals Yes.Will the new version allow us to remove dead creatures and dwarves from the unit list?Nope.
They're in their own tab now.
Oh thank Armok, that'll be nice.
Does the same go for livestock and invaders?
I split the unit screen into 4 categories (citizens, pets/livestock, others, dead/missing).So invaders and merchants are probably both in the "others" category. And also wildlife.
Quote from: FootkerchiefDoes the Justice revamping mean that the bug with baron-appointed nobles e.g. the hammerer will be fixed?
The hammerer was fixed. The dungeon master is still in limbo.
Ah! Tis a shame.
I hope Toady can Hammer out this issue.
Hm, intriguing! Any guesses how slime rain would be messing up werewolves?My guess is that it's when the rain has been induced using silver iodide.
I got a couple of questions for the new release!
1a. Wailing on someone's extremities with blunt force in the current release has basically no chance of killing them (adventurer mode). Will combat wounds be changed anything at all in this release? Specifically, will blunt trauma be able to cause hematomas and by extension relatively quick death through blood loss (internally)?
1b. Will blunt trauma be modified in any other way to make it a bit more realistic, such as wearing away tissue gradually (a solid hour of striker practice to the gut!), expelling air from lungs when that applies or destroying blood flow further out to extremities (temporarily disabling them and possibly leading to further complications if untreated such as necrotizing tissue requiring amputation)?
(It -IS- an adventurer mode update to a large degree and I feel that blunt weapons aren't as strong as they should be!)
I got a couple of questions for the new release!
1a. Wailing on someone's extremities with blunt force in the current release has basically no chance of killing them (adventurer mode). Will combat wounds be changed anything at all in this release? Specifically, will blunt trauma be able to cause hematomas and by extension relatively quick death through blood loss (internally)?
1b. Will blunt trauma be modified in any other way to make it a bit more realistic, such as wearing away tissue gradually (a solid hour of striker practice to the gut!), expelling air from lungs when that applies or destroying blood flow further out to extremities (temporarily disabling them and possibly leading to further complications if untreated such as necrotizing tissue requiring amputation)?
(It -IS- an adventurer mode update to a large degree and I feel that blunt weapons aren't as strong as they should be!)
Rainseeker: So the more wounds a creature has the easier it is to kill, or, how do you kill one of these creatures?
Toady: Well if it's already wounded then it has a lesser attack capacity, especially if things are missing and chopped off, and you can hack off their heads and arms ... If a zombie has no grasping portions and it has no head then it collapses; so that's one way to go, is to hack it to pieces. Otherwise we've still got this system in where it just takes the amount of force that has been applied to it and you're kind of shaking loose the animation effect and then it just collapses, which is kind of like saying hit points, there's just a little bit more to it than that but not much, it's basically hit points, and that is until we get combat pulping, like really so that you can take a mace or a baseball bat or whatever and beat it into a pulp, an actual pulp. Then we won't need that system anymore, but we require pulping and there's no pulping so there's still a kind of crude damage that it just keeps track of in an abstract way for the animation effect.
2. How is the movement speed of reanimated bodyparts calculated? I wouldn't put much stock in a decapitated hand's ability to chase down an able-bodied dwarf any time soon!
Regional ZombiesSpoiler (click to show/hide)
As the magic system is gradually expanded, will there be secrets tied to the cycles of stars/moons/the sun? Essentially spells that have different effects, no effect, stronger/weaker effect or a global effect that takes place automatically based on the position of orbiting bodies (in the real world or connected planes).
I'm not sure if it's been asked, but Will there be a chance of Forgotten Beasts showing up and infecting dwarves with a syndrome that periodically turns them into a clone of the Forgotten Beast?
I'm not sure if it's been asked, but Will there be a chance of Forgotten Beasts showing up and infecting dwarves with a syndrome that periodically turns them into a clone of the Forgotten Beast?
Will you add at some point ability to turn FB off without having to turn of caverns? Or at least some way to control their numbers?
There appears to be an inclination towards spell "research" in one of ThreeToe's stories. Are there any plans for research & development aspects of fortress mode once random materials come into play more? Static or possibly even dynamic "devices" designed bearing the name of the dwarf who engineered it that for example automate production of an item from base materials, convert matter into energy or that move blocks/liquid in new ways? Mixing crops to create new plants with special properties such as surviving underground, using lava instead of water, absorbing gas etc? I could go on all day! In short, are there any plans to include research as part of fortress gameplay?
Something like that. I wouldn't say strictly physical for skills. The main goal is to split out things that a creature shouldn't just be able to stumble upon with a little tinkering. It perhaps falls in line with "technology" and would probably be stored at both the individual and civilization level. It should also be able to capture notions like misinformation, so each of the most finely-grained concepts could say, have 32 bits worth of unspecified "facts" and a book could carry both information and misinformation for each bit, if things need to be kept concise. I haven't sorted it out yet, but those are some of the things that need to be captured.
I meant it as question not suggestion ._.;
I'm not sure if it's been asked, but Will there be a chance of Forgotten Beasts showing up and infecting dwarves with a syndrome that periodically turns them into a clone of the Forgotten Beast?
I disagree with this answer.I'm not sure if it's been asked, but Will there be a chance of Forgotten Beasts showing up and infecting dwarves with a syndrome that periodically turns them into a clone of the Forgotten Beast?
Toady has not mentioned any changes to forgotten beasts for this release, so no.
The player-controlled dragonfire worked on all those elves in the arena, and things will actually catch on fire now instead of just melting. Forgotten beast webbers work properly (they are broken in the version you have now, as many of you know). Various cleanup on the interaction interfaces. I still have a page of issues for each of the new night creatures, and six and a half pages for the cities/markets/underground, in addition to the animal stuff. At least things are moving along again.
It seems like that Forgotten Beast are now using the interaction system. It might *just* be for their breath weapons, but I dont think its unreasonable to say that the other possible interactions could also be tossed in with Forgotten Beast generation.
It seems like that Forgotten Beast are now using the interaction system. It might *just* be for their breath weapons, but I dont think its unreasonable to say that the other possible interactions could also be tossed in with Forgotten Beast generation.
Fair point, although I still doubt that Toady added werewolf-like transformation stuff for them.
You could make a "kiss" interaction that does a syndrome that "un-transforms" a transformed creature.
You could make a "kiss" interaction that does a syndrome that "un-transforms" a transformed creature.
You would need a mouth and lips (sorta)
Do you mean turning someone into a frog, then having them change back when kissed?
I... I think that's actually possible. You would need to make the "kiss" available to be performed somehow, but it seems wholly doable. The "turn people to frogs" could be given to some creature and... hmm...
I'm not certain but it seems like something within the bounds of the interaction system as described currently. I'll have to add it to my !!SCIENCE!! list to check in the upcoming release...
You could make a "kiss" interaction that does a syndrome that "un-transforms" a transformed creature.
You would need a mouth and lips (sorta)
Will there be worlds generated with blood as the primal source of magical energy?No clue. Magic is still post v1. The interaction system, just happens to allow magical effects.
In what ways would magic be invoked in such worlds? (Your blood, the blood of others, animals? Remote blood manipulation?)Unknown. You're asking questions on another question thats unknowable.
Will weapons gain boons or afflictions innately? Consider any weapon used for so much slaughter that it earns its own name. Would it gain sentience D&D style over time? Violent magical powers based on blood directed at the wielder and his enemies? (Martial trance easier/constantly, enraged easier/constantly, accuracy, speed (exhausting low endurance wielders), life draining, poisons, syndromes (WIELDER NEEDS MORE ARMS))[/color]Beside the blood thing, Artifacts are on the docket for a revision. Its unknown what ToadyOne and ThreeToes wants for Artifacts in particular. The podcast indicates they want Artifacts to have a lot more personality, and interaction with the world, there certainly tons of talking weapons.
Will there be worlds generated with blood as the primal source of magical energy?Um, maybe you should check first if there is any "magical energy" at all? Hint: no, there is not.
Uh, maybe you should refrain from making snide comments in a thread about discussing the future development of DF instead of remarking on what isn't in the upcoming build. Thanks.To be fair, it does sound pseudo-suggestiony. Like asking if lying will invove facial muscles being intact.
Consider any weapon used for so much slaughter that it earns its own name. Would it gain sentience D&D style over time?
Uh, maybe you should refrain from making snide comments in a thread about discussing the future development of DF instead of remarking on what isn't in the upcoming build. Thanks.To be fair, it does sound pseudo-suggestiony. Like asking if lying will invove facial muscles being intact.
Do we know how extensive the SDL fixes are? Should we expect TrueType fonts to work perfectly in all situations now?
Not sure if this information is known to the general forum population, so I'll leave it un-green now and change it if nobody knows.
Are you also making more text use sdl than before?Gonna go with No on this. The Dev log suggests, that he's just included the SDL fixes, and that Braugn or ToadyOne have yet to expand upon it.
...
Can someone tell me what SDL is? :P
...
Can someone tell me what SDL is? :P
Well, "perfectly" would entail both of those. I'm somewhat hoping that tilesets won't need to support text rendering in the nearish future.Do we know how extensive the SDL fixes are? Should we expect TrueType fonts to work perfectly in all situations now?
Not sure if this information is known to the general forum population, so I'll leave it un-green now and change it if nobody knows.
By "work perfectly in all situations" do you mean "be usable for all text in the game," or "not cause the game to crash"?
Well, "perfectly" would entail both of those. I'm somewhat hoping that tilesets won't need to support text rendering in the nearish future.Do we know how extensive the SDL fixes are? Should we expect TrueType fonts to work perfectly in all situations now?
Not sure if this information is known to the general forum population, so I'll leave it un-green now and change it if nobody knows.
By "work perfectly in all situations" do you mean "be usable for all text in the game," or "not cause the game to crash"?
Can't seem to get onto the devlog/download page
:O Is he uploading it? Right now? It's not just down for me. I asked the internet, guys. I asked the internet. It told me it was down, guys. IS IT HAPPENING?
I'm going mad here.
Is the new version being posted, or am I just freaking out over server issues?
Can't seem to get onto the devlog/download page
:O Is he uploading it? Right now? It's not just down for me. I asked the internet, guys. I asked the internet. It told me it was down, guys. IS IT HAPPENING?
I'm going mad here.
Is the new version being posted, or am I just freaking out over server issues?
Sorry about that -- no clue what it was. Just rebooted the server and it works again, as usual, but it's usually the forums that have that problem.
Will weapons gain boons or afflictions innately? Consider any weapon used for so much slaughter that it earns its own name. Would it gain sentience D&D style over time? Violent magical powers based on blood directed at the wielder and his enemies? (Martial trance easier/constantly, enraged easier/constantly, accuracy, speed (exhausting low endurance wielders), life draining, poisons, syndromes (WIELDER NEEDS MORE ARMS))[/color]
With all the new content in the imminent release, will the main version number change with this release (i.e. from 0.31 to, say, 0.32)?
Toady: Yeah, I probably shouldn't say that. Nineteen months is my record and that's a record I don't even want to approach again, but since we're about half way through the night creatures we ever really planned to do I think we're in good shape. There is going to be a time where I still have to do markets and furnishings, but furnishings ... I might as well do those when I do haunted houses, so that's all going to go nicely, and then the market will be the only thing that's kind of left behind that needs to be finished after the night creatures, so I feel pretty good about where we're at. I mean, it's obviously taking a little longer than I thought it would but we're also going to be jacking up the version number an extra point or two because of this. Because this is all stuff, this is not just a random flight of fancy, this was all on our version one list anyway, so ...
I have a big list that has the point value for a bunch of things, because it was like ... when we went to version 0.31 and then we started making all those changes and then we did all the stuff like the first night creatures for adventure mode, and the version number just kept going 31.18, 31.19, 31.20, and we never increased it because we had moved away from that core one hundred system and didn't really replace it with something else so the version number was stagnant for a while. But now I've written down a list of all the things for version 1 with I think about .02 or a little more - maybe .05 - worth of wiggle room for whatever we might want to throw in there, but basically the whole version number with night creatures ... I think night creatures are worth like .005 or something and they all have various degrees and so on. I didn't want to put it up because we've had bad luck with dev systems changing. It's really nothing new, it's just trying to systematize the version number so I can think about it.
But yeah, if we're at 0.33 or 0.34 that sounds about right for next time. And that's significant, because we'd be crossing a third of the way through after nine years, so we'd be able to say in 18 years I'm going to be 51 years old and we're going to be at Dwarf Fortress version 1. That'll be great. Then I'll retire or something ... or just start version 2. And various other projects and stuff, it's going to be great. So let's see here, yeah, so it's cool, there's all kinds of things going on.
and the growing/shrinking list still manages to maintain itself at ten issues.
Quote from: devlogand the growing/shrinking list still manages to maintain itself at ten issues.
Dear ThreeToe,
Please take a few days of vacation. Go somewhere nice, for example, somewhere without telephone or internet.
Sincerely,
All the eager DF players.
A release with basic bugs still in it will be more frustrating than enjoyable.
made it stop ignoring restrictions on gender/caste for entity positions for people elevated from entity populations
Quotemade it stop ignoring restrictions on gender/caste for entity positions for people elevated from entity populations
So no more male elven princesses? I'm not sure if that makes me happy of sad.
I haven't found a font that fits well into the default 8x12 textbox; the text gets too small to be easy to see.Well, "perfectly" would entail both of those. I'm somewhat hoping that tilesets won't need to support text rendering in the nearish future.Do we know how extensive the SDL fixes are? Should we expect TrueType fonts to work perfectly in all situations now?
Not sure if this information is known to the general forum population, so I'll leave it un-green now and change it if nobody knows.
By "work perfectly in all situations" do you mean "be usable for all text in the game," or "not cause the game to crash"?
Please take a few days of vacation. Go somewhere nice, for example, somewhere without telephone or internet.Do you really think that covering ears and singing "LALA I can't hear you" will cause bugs to vanish?
Please take a few days of vacation. Go somewhere nice, for example, somewhere without telephone or internet.Do you really think that covering ears and singing "LALA I can't hear you" will cause bugs to vanish?
The Toad hops in mysterious ways.
Lol, this has got to be the weirdest thing I've ever heard someone say about Toady.The Toad hops in mysterious ways.
FTFY
Please take a few days of vacation. Go somewhere nice, for example, somewhere without telephone or internet.Do you really think that covering ears and singing "LALA I can't hear you" will cause bugs to vanish?
Yes, Dae literally thinks that. Also, this is literally you (http://www.youtube.com/watch?v=q8IHMctrKCg&feature=related).
ohwaitwhat?
If I'm not mistaken, that's the first word from Baughn in like, a year. I guess that makes sense if updates to the SDL can only been done near to a (major?) release.
OR
Baughn is only summonable once a year, on Scamps' birthday.
ohwaitwhat?
If I'm not mistaken, that's the first word from Baughn in like, a year. I guess that makes sense if updates to the SDL can only been done near to a (major?) release.
OR
Baughn is only summonable once a year, on Scamps' birthday.
OR
Baughn IS Scamps!
Thanks for letting us know what the deal is! Sounds like it should work decently in most cases, and the F12 thing is sure to be extremely handy.I haven't found a font that fits well into the default 8x12 textbox; the text gets too small to be easy to see.Well, "perfectly" would entail both of those. I'm somewhat hoping that tilesets won't need to support text rendering in the nearish future.Do we know how extensive the SDL fixes are? Should we expect TrueType fonts to work perfectly in all situations now?
Not sure if this information is known to the general forum population, so I'll leave it un-green now and change it if nobody knows.
By "work perfectly in all situations" do you mean "be usable for all text in the game," or "not cause the game to crash"?
So, status: The TTF support isn't flawless yet, but it's a lot closer than it used to be.
Unfortunately I can do a strictly limited number of improvements between DF versions, since I don't have the source code to DF as such and it starts crashing if it gets too much out of sync, so this release will also mark the point where I can start working again.
I don't really remember everything I did, but going by the commit list..
- Some improvements/bugfixes to macro functionality. Meh.
- The TTF code has been.. rewritten? That's terribly vague.. well, never mind. I'm sure it's good.
- TTF has acquired a notion of tab-stops, otherwise known as colons, which makes the menus look much better.
- You can toggle TTF on and off in-game with F12.
- Strings are abbreviated in a TTF-aware manner, so they don't get truncated when the TTF usage would leave a big blank space on the right.
- TTF has acquired an 'auto' mode in addition to on/off, where it'll turn itself on if the tileset is large enough. 14 vertical pixels, by default.
Tileset creators can of course ignore the text if they want and request that users set TRUETYPE:YES.
Wanting the game even while some bugs remain isn't the same thing as saying that all bugs should be ignored forever. He just said that ThreeToe need not find more bugs to fix before release, because it would be nice to have that release soon, even if it still has some flaws.Please take a few days of vacation. Go somewhere nice, for example, somewhere without telephone or internet.Do you really think that covering ears and singing "LALA I can't hear you" will cause bugs to vanish?
And if that's so, how on earth does a cat learn to do SDL to the extent that it does it good enough for Toady to depend upon? And in 3 years no doubt?
Is there any chance of several of the worst long standing bugs getting fixed in the update storm that will follow the new release?
Also, why not implement some of the player made fixes for certain bugs? some are as simple as small changes to the raws.
also am i correct that we may actually expect more regular, small dwarf fortress updates from now on?
Yeah, the current release cycle for a while is:
-Huge release with lots of new features
-Series of small releases to fix new bugs
-One or more medium-sized releases mostly focused on fixing long-standing bugs, each followed by more quick-fixes
-Soap, drown, and repeat
That was the goal. The release for the caravan arc were suppose to be short term release... Part one of release One, was a short term release. Part, the larger bulk of release one, ballon into the lovely thing we're going to get.
I more meant that i had heard that with the new style of splitting the 'arcs' into smaller releases that we may actually expect major releases on a more frequent basis, but they wont be as huge of changes.
made swimmers able to move up and out of rivers without using the alt keyI am almost certain this applies only to adventurer mode, but I want to be sure. Does this mean that dorfs drowning due to dogde in pond will be now a little rarer?
I more meant that i had heard that with the new style of splitting the 'arcs' into smaller releases that we may actually expect major releases on a more frequent basis, but they wont be as huge of changes.Toady tried that, yes. And failed spectacularly. Just get used to it, because release 2 will be no different.
That's an unrelated and entirely different issue.Quote from: Toadymade swimmers able to move up and out of rivers without using the alt keyI am almost certain this applies only to adventurer mode, but I want to be sure. Does this mean that dorfs drowning due to dogde in pond will be now a little rarer?
That's an unrelated and entirely different issue.Quote from: Toadymade swimmers able to move up and out of rivers without using the alt keyI am almost certain this applies only to adventurer mode, but I want to be sure. Does this mean that dorfs drowning due to dogde in pond will be now a little rarer?
With the answer, being no.
That's an unrelated and entirely different issue.Quote from: Toadymade swimmers able to move up and out of rivers without using the alt keyI am almost certain this applies only to adventurer mode, but I want to be sure. Does this mean that dorfs drowning due to dogde in pond will be now a little rarer?
With the answer, being no.
At first i was like
"Does this even happen, i have never seen it"
Then i realised, It explains why half of my military was dead in a puddle.
Yea, when the AI is in combat, and it tries to dodge, it doesn't do a sanity check to where it's dodging. Which makes sense on some levels. Sometimes you're going to dodge, and not look to where your dodging. But on the other hand, it doesnt seem like the personality facets impact this. Dorfs with high spatial reasoning, as an example seem to jump off of cliffs just as often.
i think the fact they can't swim out of a meager pool is the buggy part, and if i remember right, those will have ramps leading down to them in the future, so it's fixed enough for me. adding a chance of making better dodge choices based on spatial sense and cool headedness would make sense
Are dwarves denser than water?
For that matter does the game take density into account in regards to water and floating?
I will admit that this is probably a good system to simulate it.
It just has to calculate the weight of water per square inch
and the average weight of a creature per square inch.
Dwarves are also likely not bouyant if they are mostly muscle mass.
Rainseeker: How is the fluid model going to change?
Toady: We have hopes there. I guess there are two things ... one of them has a couple of sections ... but two things that are important are floating objects and additional fluid types. So for floating objects right now all the material have densities and they also have sizes and whatever other physical properties you might need, so it can tell, you know 'is this object going to float?' in water or magma. There are some issues there but it's not an impossible problem, you kind of worry when people use quantum stockpiles if they take a bunch of logs and drop five thousand of them in the same square and then that square suddenly gets wet is the CPU going to die? Maybe. But it's not like there needs to be a super lot of calculation going on because if it knows the density of the object to begin with ... I don't know if we're going to have to worry about shapes as well, like if an object has a concave shape the density isn't the only variable that's important ... but getting an object to float, especially for water which is so important, is just something that can be known about the object, it could just be a flag on the object so it doesn't have to do any calculation at all except for the actual floatation. As for that it just depends how you want it to work. There's some other trickiness; if your tile is two out of seven water with a seven out of seven below it, so it's actually bone fide water, it's not just a puddle, does the item float in the two out of seven square? Does it float in the seven out of seven square? What if you have a one of seven, what if you have a zero out of seven with a seven out of seven below it? Which square does it sit in is part of the problem of having this quantized space where you have a tile here and then a tile here and then a tile here, you want to decide where your item rests. Then there's the matter of having currents - the water has a direction that it's supposed to be flowing in even if the tiles aren't actually changing - the objects then can move and that's not really a big process or problem or anything, depending on how many objects you're actually monitoring, or how many squares you're monitoring if you want to monitor it by object or tile, there's a lot of different ways you can look at the problem. Just basically it's not a super hard problem, and then it would be really cool to flood a room and have everything either - depending on how heavy it is - just to get pushed along or float up and float out and go wherever you want it to go, I'm sure there'd be a lot of applications that would come out of that, for people that are doing all kinds of strange things.
Plus there is the idea that Bouyancy isn't anti-swimming skill. It is anti-floating skill.
In theory even a Bronze collosus could "Swim" by "Walking on the bottom of the water" (actually the Bronze collosus I wonder if he would be affected at all by the water)
had Toady just made RAW entries for the described creatures, it would have taken no time at all. What ended up happening though is that he wanted to "do [each creature] justice" because people had paid for them.
I think Toady is going to have to take an entire day just to write up all the changes and content in this one update to post.Assuming that Toady isn't making the change log as he goes.
Can anybody even remember all the content in it? It's gargantuan!
I think Toady is going to have to take an entire day just to write up all the changes and content in this one update to post.
Can anybody even remember all the content in it? It's gargantuan!
Once human civs become playable how will you avoid pissing off the elves insanely building a massive wooden town? Where will you get materials for keeps? If humans will dig down for rocks, why not for metals? Are there racial drawbacks planned that will keep humans from digging deep underground?
I think Toady is going to have to take an entire day just to write up all the changes and content in this one update to post.Assuming that Toady isn't making the change log as he goes.
Can anybody even remember all the content in it? It's gargantuan!
Much like this dedicated fan as done: https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1
So, I don't mean to play backseat coder, and I know I'm just saying this because I'm impatient, but can't Toady prioritize bugs as "gamebreaking" and "not gamebreaking"? Some of the bugs we're being told are fixed seem to be the very definition of inconsequential, something which has no affect on the gameplay and could be fixed in any number of patches after
Does/will biting monsters automatically ingest their blood?IIRC, Unless you have [SUCKS_BLOOD:x] (or whatever) in the attack definition the blood will just splatter across your teeth.
Yeah, that's odd. :-\ In fact I'm hoping it's possible to turn that off... I often cycle through z-levels whilst designating to make sure different levels measure up to the one above, I don't want to end up designating the everything for mining!
You could already do multi z-level designations using macros, effectively speaking.
It's a pity that so many don't know about these.
You could already do multi z-level designations using macros, effectively speaking.
It's a pity that so many don't know about these.
So, i don't understand, what will be the major implementation in the next release of DF ?
And, will the bug with the starecase in the glaciers be fixed ?
So, i don't understand, what will be the major implementation in the next release of DF ?
And, will the bug with the starecase in the glaciers be fixed ?
Don't you think my world (http://img15.hostingpics.net/pics/758428EcamoEtha.png) looks like the Earth ?
Except the fact that the North pole is on the East side, it's quite similar...
God, can you just imagine what it'd be like to command an army on a world like that? I can't wait until 1.0 comes around!
Don't you think my world (http://img15.hostingpics.net/pics/758428EcamoEtha.png) looks like the Earth ?
Except the fact that the North pole is on the East side, it's quite similar...
Indeed. Not requiring people to name macros was a good decision, I think. :PYou could already do multi z-level designations using macros, effectively speaking.
It's a pity that so many don't know about these.
Don't worry your macros are extremely useful to the folks that use them. A macro that just does down and enter is awesome for buying tons of stuff from caravans because it only counts as one key and triggers the key entry speedup too when held. 50 pages of delicious meat purchased in 10 seconds. Muahaha!
Indeed. Not requiring people to name macros was a good decision, I think. :PYou could already do multi z-level designations using macros, effectively speaking.
It's a pity that so many don't know about these.
Don't worry your macros are extremely useful to the folks that use them. A macro that just does down and enter is awesome for buying tons of stuff from caravans because it only counts as one key and triggers the key entry speedup too when held. 50 pages of delicious meat purchased in 10 seconds. Muahaha!
Don't suppose you have a wishlist for macro features?
Auto-repeat macros, or a hard sequential mode for just holding down ctrl-p with long macros!Wait, you can already hold down ctrl-p. What more are you asking for?
Ability to rotate macros by a set amount, then repeat sections of the macro, rotate again, etc. So you can generate a large section of fractal symmetry by describing only part of the pattern, and putting in a few clever repeats.Do you think getting the ability to rotate the arrow key functions will do, or do you want something more advanced?
C-r <left> <left> <down> C-rNow, since you are already implementing emacs in DF, we should have Dwarf-LISP interpreter there too.
C-u 12 C-p
Baughn, I'm not sure I'm the right person to say this, with me being new here, and not active in the community, but could you NOT triple post? Especially, if your posts are 3 minutes of each other.
Baughn, I'm not sure I'm the right person to say this, with me being new here, and not active in the community, but could you NOT triple post? Especially, if your posts are 3 minutes of each other.
Posted by: Baughn
« on: Today at 06:04:45 pm »
Posted by: Baughn
« on: Today at 07:54:56 pm »
Amount of explicit thanks posts for Baughn since he implemented new macro functionality: 0
Amount of explicit complaint posts (unless I missed some sarcasm) about the triple post since he implemented new macro functionality: 3
Hmm...
Well, I doubt you need to build in a fully-fledged DF macro scripting language with repeatable subroutines and if/then loops. Though it would be fun. :P
Do you think getting the ability to rotate the arrow key functions will do, or do you want something more advanced?
I've two really basic questions but they are related to recent dev... first it's great that Baughn is adding more functionality, do those macros work in adventurer mode?Haven't tested, but I don't see why they wouldn't.
Second, campfires! Very nice addition, does temperature affect adventurers in any way? Thanks in advance :)Well too much temperature makes adventurers burn up and die. I don't know if too little does anything. It would make sense for really extreme temperatures to freeze your blood, but I don't think anything really gets that cold in the game right now. An ice breath equivalent to the extant fire breath, and ice magic as part of the eventual magic system and spheres are reasonable things to expect eventually but nothing like that's explicitly in the timeline.
Thanks Baughn that is exactly what I was hoping for ^^ You rule!Oh, right. Now that I think about it, I fixed that particular bug back in.. May 2011? ..which means it's not part of the current release. Not to worry, it's fixed too.
Edit: Oh and since you asked, the reason I wanted a more defined repeat function than simply holding Ctrl-p is that for longer macros holding Ctrl-P, at least on my computer, causes macros to run inside of each other (sometimes with !!FUN!! side-effects).
Never say never. Though I can't exactly implement multi-tile creatures; what I was talking about was multi-tile graphics, for creatures that are already multi-tile. Caste-specific creatures would be even harder.One after will probably drop pretty quick though, seeing as bugfixes are next up on the schedule.
Best I can do is make the framework, and hope Toady takes me up on it. :P
But things have diverged too far for me to do much development right now. I'll have another look after the next release, instead. Probably won't be long. (Incidentally, that release won't have the macro repeat key; the one after will.)
Will the militia be able to leave the fortress and attack other sites in the future, or will that be completely restricted to the army?Yes, you'll be able to send dwarfs from your fort, off map. You'll be able to recreat dorfs off map to send to other places off map.
Never say never. Though I can't exactly implement multi-tile creatures; what I was talking about was multi-tile graphics, for creatures that are already multi-tile. Caste-specific creatures would be even harder.
Best I can do is make the framework, and hope Toady takes me up on it. :P
Will the militia be able to leave the fortress and attack other sites in the future, or will that be completely restricted to the army?
Can you comment on the feasibility of item/map graphics? As of July 2010 (http://www.bay12forums.com/smf/index.php?topic=60554.0), it sounded like Toady's main concern was the size of the texture atlas, but given how many creatures have been added since then (300+?), it doesn't seem crazy to add several hundred item/map tiles.This is still a going concern, with the texture atlas working as it does now. I'd need to do some fairly hefty surgery to make it possible.
Mesa 8.0 is released. This is the first version of Mesa to support OpenGL 3.0 and GLSL 1.30 (with the i965 driver). See the release notes for more information about the release.
The split already exists, though - a civ-wide army, and site-based militia, at least in terms of entity positions. Not that we see much of that.Will the militia be able to leave the fortress and attack other sites in the future, or will that be completely restricted to the army?
Does this question presuppose that the Army Arc will split the current military into a militia and a regular army? Because I don't think that's guaranteed. If it did, you'll probably still be able to use the militia for off-site attacks.
The split already exists, though - a civ-wide army, and site-based militia, at least in terms of entity positions. Not that we see much of that.Will the militia be able to leave the fortress and attack other sites in the future, or will that be completely restricted to the army?
Does this question presuppose that the Army Arc will split the current military into a militia and a regular army? Because I don't think that's guaranteed. If it did, you'll probably still be able to use the militia for off-site attacks.
Will overly weak skulls/brains (fights always end in a jammed skull into brain) be fixed in the upcoming version?We haven't heard anything about that for the next version. Improved nonlethal fistfighting were mentioned in regards to taverns and inns, though.
When the next release will be unleashed, i suppose theire will be a lot of bugs, and many updates will be released in the next months.
So, will i be forced to recreate a whole world at each new patches ? Or simply the new game and keep my save...
Not sure of the righousness of my langage, but the fact is i'm not English Speaker
You may even be able to keep using your current save, though you'll be missing out on a lot of new features if you do that.
There was a bit of a discussion about save compatibility. I think in this release we've been moving slowly in the direction of it being practically impossible... and crossed that line a while ago. Between the map changes and all the interaction stuff, it's not going to be feasible time-wise to keep things operating smoothly in old saves.
OK, thanks, i searched a bit, and i fugured righteousness was not the good term...
Yes, i'll surely create a new world, because i don't want to miss citys and ruins (if i well understood, there will be ruins, no ?)
Quote from: magmaholicAre we going to have ghost towns/ruins?
There are ruins with ruined buildings at times now, though they tend to resettle the old sites if they can. Many towns can be in a bust state at this point, in which case a lot of the buildings are in bad shape if they aren't occupied.
The split already exists, though - a civ-wide army, and site-based militia, at least in terms of entity positions. Not that we see much of that.Will the militia be able to leave the fortress and attack other sites in the future, or will that be completely restricted to the army?
Does this question presuppose that the Army Arc will split the current military into a militia and a regular army? Because I don't think that's guaranteed. If it did, you'll probably still be able to use the militia for off-site attacks.
Oh right, those entity positions. My hiatus is showing.
If playing a dwarf in Adventure mode, will you need alcohol to get through the working day?
When the next release will be unleashed, i suppose theire will be a lot of bugs, and many updates will be released in the next months.
So, will i be forced to recreate a whole world at each new patches ? Or simply the new game and keep my save...
Not sure of the righteousness of my langage, but the fact is i'm not English Speaker
OK, thanks, i searched a bit, and i fugured righteousness was not the good term...You'll get cities and ruins, as well as new undead and monsters (vampires, werewolves) and mummy tombs.
Yes, i'll surely create a new world, because i don't want to miss citys and ruins (if i well understood, there will be ruins, no ?)
When the next release will be unleashed, i suppose theire will be a lot of bugs, and many updates will be released in the next months.
So, will i be forced to recreate a whole world at each new patches ? Or simply the new game and keep my save...
Not sure of the righteousness of my langage, but the fact is i'm not English SpeakerOK, thanks, i searched a bit, and i fugured righteousness was not the good term...You'll get cities and ruins, as well as new undead and monsters (vampires, werewolves) and mummy tombs.
Yes, i'll surely create a new world, because i don't want to miss citys and ruins (if i well understood, there will be ruins, no ?)
Your English is understandable just fine, but the grammar is not very good. "Righteousness" doesn't mean that, as people said. You could use "rightness", but it's not exactly a normal way to phrase it anyway. It would be more normal to say "not sure if my language is right".
You say "i" as a word, that should always be capitalized as "I".
You should not have a space before the "?".
"Theire" isn't a word, there are two words, "there" and "their". The one to use that time would be "there". "their" means something owned by "them". There's also "they're" which is short for "they are".
"fugured" is spelled wrong, should be "figured".
Otherwise you are using English well. Since you use it well enough that everyone can understand, you only need to keep using it and reading in English and your grammar will get better until nobody could tell you're not a native speaker.
i often forget to capItalIze i even though i know i should as It is Important to capItalIze your i's.
Your English is understandable just fine, but the grammar is not very good. "Righteousness" doesn't mean that, as people said. You could use "rightness", but it's not exactly a normal way to phrase it
...
Yeah, righteous ususally means morally proper.
Will the new mists that occasionally waft over the landscape be creatable with reactions? Will they still work if temperature is turned off in the init file?
I envision custom workshops where Dwarven War Chemists produce vile fumes to overwhelm goblin attackers from recessed grills next to entrance walkways, or stained distillery rooms filled with noxious gasses that suffocate their workers over time, infect them with incurable degenerative disorders, and, left uncontained, spell the doom of a fortress and the sterilization of the embark for reclaim efforts.
Wahoo! Congratulations on the release Bay12 :DI checked the forum before checking the dev log, and it just occurred to me what an awesome troll post this would have been if it had been made yesterday.
[CREATURE:GIANT_BEAVER]
[COPY_TAGS_FROM:BEAVER]
[APPLY_CREATURE_VARIATION:GIANT]
[CV_REMOVE_TAG:CHANGE_BODY_SIZE_PERC]
[APPLY_CURRENT_CREATURE_VARIATION]
[GO_TO_END]
[SELECT_CASTE:ALL]
[CHANGE_BODY_SIZE_PERC:1709]
[GO_TO_START]
[NAME:giant beaver:giant beavers:giant beaver]
[CASTE_NAME:giant beaver:giant beavers:giant beaver]
[GENERAL_CHILD_NAME:giant beaver kit:giant beaver kits]
[DESCRIPTION:A large river monster, known for building huge wooden fortresses.]
[POPULATION_NUMBER:15:30]
[CLUSTER_NUMBER:3:10]
[CREATURE_TILE:'B']
[COLOR:6:0:0]
[PET_EXOTIC]
[PETVALUE:500]
[MOUNT_EXOTIC]
[GO_TO_END]
[PREFSTRING:dams]
[PREFSTRING:tree-felling habits]
Dwarf Fortress: Valentine's Day Version
Now with tombs, zombies and rains of blood and pus.
Also new FOTF please?
Vampires have random atributtes or are all the same for now? I killed one without any problems.Maybe you had bad luck and in this world vampires are pansies.
Vampires have random atributtes or are all the same for now? I killed one without any problems.Maybe you had bad luck and in this world vampires are pansies.
Holy goddamn, I can't remember the last time I had a Golden Age. Probably back when every world ran to 1050 and ages were based strictly on what year it was.
Holy goddamn, I can't remember the last time I had a Golden Age. Probably back when every world ran to 1050 and ages were based strictly on what year it was.
I'm not sure if they ever were.
Anyway, yeah, it seems to actually happen now, which I like.
Necromancers are interesting. I haven't met one yet, but they're prolific authors; some of their books are about the secrets of life and death, but most of them are biographical essays of other necromancers, with occasional short stories thrown in. One autobiographical essay by necromancer Reloth Crowdseize, entitled "Give me Reloth Crowdseize", apparently attracted a bit of literary criticism, because about 80 years later, "To 'Give me Reloth Crowdseize' and Glory!" was written about it. Upon further examination, this later text was also written by Reloth Crowdseize.
First Age of Myth -- Years 1-47Lucky. Mine after Age of Heroes has now the Age of Elves... it's a lot of work but I have to change it ;P
First Age of Legends -- Year 48
Second Age of Myth -- Years 49-51
Second Age of Legends -- Years 52-92
Age of Heroes -- Years 93-134
Golden Age -- Years 135-200 (present)
Ignoring the risk of looking like a coward/non-armok worshipper; is there any chance that the ambush rates will be toned back to a chance of maybe 3-4 a day?
20-30 is a big number when you're trying to sleep or even ARRIVE at your destination. I can't travel even twelve hours from the city before my 6-10 guard companions have been wiped out by the onslaught of kobolds, dingos, and various other banditos and wildlife. I've become a master axeman in under a week's time, but only managed to complete a few quests because I'll get halfway to the destination before having to turn back or risk bogeymen. It's become more of a slog than adventure mode in 40d.
I got a quest to kill a bandit chief. The fish dissector who gave me the quest mentioned he had one kill. I looked up the bandit in Legends and the thing he killed was a troll. Didn't steal anything yet either. What a crappy bandit.
I got a quest to kill a bandit chief. The fish dissector who gave me the quest mentioned he had one kill. I looked up the bandit in Legends and the thing he killed was a troll. Didn't steal anything yet either. What a crappy bandit.
JUST LOOK AT THE SOXOh my god, I saw literally dozens upon dozens upon dozens of humans crammed into a single shop and other connecting rooms.
EDIT:
(http://i.imgur.com/Erswn.png)
Ohh gawd! Humans have mall technology! we are powerless against their low low prices!
Are there plans to let us harvest plants in adventure mode anytime soon? (Or am I just being thicker than usual and missed how to do it?)
I have had several of my adventurers nearly dying from starvation already because they couldn't use those wild strawberries in any way other than indulging their pyromania. ;)
Cats can clean nearby creatures. No need for bath tubs no more! Send in the mobile dwarven cleaning units.
I genning a world right now. This is going to be fun!
I'm having no luck with this release. So far, started adventure mode hungry and killed an alpaca for sustenance. Cue every alpaca within miles to converge on my location and attack. After having pulled myself free from a pile of alpaca corpses, wandered into the nearest town. Every villager there attacked without provocation. I'd love to explore the new content, but does that mean having to defend myself constantly from angry blood-avenging alpacas and their human sympathizers?
I'm having no luck with this release. So far, started adventure mode hungry and killed an alpaca for sustenance. Cue every alpaca within miles to converge on my location and attack. After having pulled myself free from a pile of alpaca corpses, wandered into the nearest town. Every villager there attacked without provocation. I'd love to explore the new content, but does that mean having to defend myself constantly from angry blood-avenging alpacas and their human sympathizers?the alpaca you attacked was probably a domestic animal belonging to the town
The alpaca was a member of their civilization, so you made yourself an enemy by killing it. Make sure that the animals you kill are wild, and you should be okay.
It appears there's a slight glitch with the naming of zombies. I had a necromancer reanimate a zombie that had previously been a historical figure. The name now appears as "Mebzuth Earthhelpful's corpsepeasant corpse".
*nods* Thank you, Footkerchief. For my part, I love that the necromancers can keep reraising zombies and the parts you hack off - the necromancers themselves aren't very formidable, so having to deal with the rolling tide of death makes them a real threat.Getting killed by your own trophy? That's just awesome. I love the scope of this game. :)
Oh, and a tip for other adventurers: Be very aware of what you take as a trophy from the creatures you kill. I foolishly carried the head of a night creature I killed with me as I charged into the necromancer's tower. Guess what killed me?
Am I the only one to have no luck whatsoever ? it might be because it's been a while that I've played, but I'm at my seventh demigod adventurer, usually dying to bandits ambushes...
Toady, do vampires, necromancers, mummies, and other "atypically old" variant creatures have any special handling for skill decay? It seems like that agelessness should provide at least some protection, otherwise they may end up as unusually incompetent in old worlds.
Toady, is there a reason you know of why it is so common for middle fingers to get damaged? The SA "Gemclod" fortress in particular showed dozens of combatents getting their middle fingers mangled, and now it's showing up in your dev log. Is this a bug, a bizarre statistical fluke, or is there a good reason the simulation tends to pick middle fingers to bust up?
Will mist behavior allow it to become trapped on a map by crafty players?
Will it be possible to make a creature emit a 'mist' via modding?
Will it be possible for certain things (like the aforementioned yellow mist) to be disabled during worldgen?
Now that everyone is a historical figure, will worldgen beasts target low-life peasants when rampaging? (As opposed to singling out famous people and ignoring everyone else)
If an Elf eats a vampire will it become a vampire?
Now that the bodies of dead adventurers remain as objects in the world, ThreeToe mentioned that you can do a dwarf-mode embark over your adventurer's shallow grave and take his stuff. Given this, will dead adventurers rise as ghosts and hassle your dwarves? And if so, can the dwarves carve the adventurer a slab to make him knock it off?
Will vampires seek out sleeping victims that are not being observed by anyone awake at the time, either exclusively or by preference? If so, will pets count as observers?
It might become more useful in the new version to assign pets to all important dwarves, to fend off vampire attacks, or else to make them sleep in a communal bedroom that's open to a meeting hall on one side. The latter case will either protect them, or ensure plenty of witnesses to the attack. Naturally, less useful citizens get small private bedrooms to appease the vampires.
You mentioned that vampire adventurers will drink more blood if they go longer without feeding, and are more likely to kill their victims. Will Fortress Mode vampires be less likely to actually kill if they have frequent feeding opportunities than if isolated, sleeping victims are rare?
Will there be a chance of Forgotten Beasts showing up and infecting dwarves with a syndrome that periodically turns them into a clone of the Forgotten Beast?
Is it possiblke to link a generic creature definition to a interaction to transform someone? Secondly is it possible to create a second interaction that would transform a thing/person back?
Does/will biting monsters automatically ingest their blood?
Will the new mists that occasionally waft over the landscape be creatable with reactions? Will they still work if temperature is turned off in the init file?
I envision custom workshops where Dwarven War Chemists produce vile fumes to overwhelm goblin attackers from recessed grills next to entrance walkways, or stained distillery rooms filled with noxious gasses that suffocate their workers over time, infect them with incurable degenerative disorders, and, left uncontained, spell the doom of a fortress and the sterilization of the embark for reclaim efforts.
Toady, do you intentionally put big releases on holidays where viable? How much effort goes into that?
Vampires have random atributtes or are all the same for now?
Are there plans to remove the remaining non-truetype pieces of text in the game? (certain symbols in the (V)iew menu, diplomacy and thoughts etc...).
Ignoring the risk of looking like a coward/non-armok worshipper; is there any chance that the ambush rates will be toned back to a chance of maybe 3-4 a day?