Each dwarf can be described like the main character in a fantasy novel, if you sit down and spend some time imagining their place in the world.This is true, but there is a reason that fantasy novels don't usually have 50+ main characters, it's just too much. You usually have a couple main characters and then a bunch of side characters, and the side characters just have a couple aspects to their personality. Fred and George Weasley stand out more because they are primarily jokesters, rather than having a personality as fleshed out as Harry Potter.
You have encountered "Gray Goo", a common problem in Dwarf Fortress. "Gray Goo" occurs when procedural generation outstrips interest. There so much to care about that you stop caring.
Dwarf Fortress has deep gameplay, and it will keep getting deeper. This should not be resisted; in fact, it is why many people play the game. Instead, attack the other front. Interest cannot be meaningfully increased, but it can be used more effectively.
- Don't display too much information at any one time. Keep the player focused on only a few things, and only when specifically asked for. The new (l)ocations screen is a good example. It is sparse and provides good information with little fluff.
- Provide relevant information in an easily accessible, but non-intrusive place. The player should not feel obligated to remember more than he or she needs to. This is where (l)ocations fails. When assigning occupations, skills and preferences should be available for each of the citizens when specifically requested.
- Context is key! Whenever you provide information, say why the player should care. Don't just say "X killed Y", say "X, a scoundrel from Komutesdor killed his king, Y!" By reusing the player's interest, you can stretch the interest far further.
- Make sure the player actually remembers what he or she has learned. Which is easier to remember: Komutesdor or PoemSells? Sounds are harder to remember than words. If there is no easy translation, use a description, but make sure the player remembers it.
Detail is not the problem. Lack of interest is. The real world is far deeper than any videogame, but humans still function. There is enough interest available, it just has to be used right.
I just think there needs to be better naming schemes. Refugees can have one set of names different from performing troupes, and both of those are different from colony-founding groups and city governments. Either use different word banks "Rags of Despair," or simply call them "The refugees of X" A founding group can be "Civilization name _ Founders _ Insert random shit here"
As you mentioned, hearing that the Wet Socks of the Ragining Llamas founded the Anvil of Wobbling, but then the Tears of Sacking from the Undulating Punch of the Limp Knife conquered it and set up a new government called the "Sticks of Sticking" is just word-soup gibberish. None of these names have context behind them.
Frankly, if you're ever delved into the etymology of place-names (especially those in foreign languages) you discover just how crude and arbitrary names can be. Check this out and tell me it doesn't read like a joke at first: http://www.omnimap.com/cgi/graphic.pl?images/for-road/67-1081Wd.jpgStink Onion
That's from a world map of "original" place names translated into English. See what I mean?
I just think there needs to be better naming schemes. Refugees can have one set of names different from performing troupes, and both of those are different from colony-founding groups and city governments. Either use different word banks "Rags of Despair," or simply call them "The refugees of X" A founding group can be "Civilization name _ Founders _ Insert random shit here"
As you mentioned, hearing that the Wet Socks of the Ragining Llamas founded the Anvil of Wobbling, but then the Tears of Sacking from the Undulating Punch of the Limp Knife conquered it and set up a new government called the "Sticks of Sticking" is just word-soup gibberish. None of these names have context behind them.
I tend to imagine that the dwarven language has various colloquialisms that translate poorly to English. I enjoy making up the reasons for silly names, like "The Anvil of Wobbling was a fortress named for it's tumultuous early leadership," or "The Tears of Sacking was a band of particularly evil goblins who enjoyed the thrill of pillaging and seeing their victims cry." I agree we could use some sort of symbol before or after each kind of name to denote what exactly it is, since the syntax isn't quite as clear as it could be (though if you struggle through it your example is entirely decipherable).
Frankly, if you're ever delved into the etymology of place-names (especially those in foreign languages) you discover just how crude and arbitrary names can be. Check this out and tell me it doesn't read like a joke at first: http://www.omnimap.com/cgi/graphic.pl?images/for-road/67-1081Wd.jpg
That's from a world map of "original" place names translated into English. See what I mean?
I just think there needs to be better naming schemes. Refugees can have one set of names different from performing troupes, and both of those are different from colony-founding groups and city governments. Either use different word banks "Rags of Despair," or simply call them "The refugees of X" A founding group can be "Civilization name _ Founders _ Insert random shit here"
As you mentioned, hearing that the Wet Socks of the Ragining Llamas founded the Anvil of Wobbling, but then the Tears of Sacking from the Undulating Punch of the Limp Knife conquered it and set up a new government called the "Sticks of Sticking" is just word-soup gibberish. None of these names have context behind them.
I tend to imagine that the dwarven language has various colloquialisms that translate poorly to English. I enjoy making up the reasons for silly names, like "The Anvil of Wobbling was a fortress named for it's tumultuous early leadership," or "The Tears of Sacking was a band of particularly evil goblins who enjoyed the thrill of pillaging and seeing their victims cry." I agree we could use some sort of symbol before or after each kind of name to denote what exactly it is, since the syntax isn't quite as clear as it could be (though if you struggle through it your example is entirely decipherable).
Frankly, if you're ever delved into the etymology of place-names (especially those in foreign languages) you discover just how crude and arbitrary names can be. Check this out and tell me it doesn't read like a joke at first: http://www.omnimap.com/cgi/graphic.pl?images/for-road/67-1081Wd.jpg
That's from a world map of "original" place names translated into English. See what I mean?
I just think there needs to be better naming schemes. Refugees can have one set of names different from performing troupes, and both of those are different from colony-founding groups and city governments. Either use different word banks "Rags of Despair," or simply call them "The refugees of X" A founding group can be "Civilization name _ Founders _ Insert random shit here"
As you mentioned, hearing that the Wet Socks of the Ragining Llamas founded the Anvil of Wobbling, but then the Tears of Sacking from the Undulating Punch of the Limp Knife conquered it and set up a new government called the "Sticks of Sticking" is just word-soup gibberish. None of these names have context behind them.
I am genuinely concerned this game is going to become incomprehensible with enough randomizing.
This, so much. The world needs more titles & distinctions, so we can identify which things are important at a glance, rather than painstakingly searching.
I believe that the eventual plan is to allow the player to determine the degree of randomancy, with the game generating guides to the things it creates.I am genuinely concerned this game is going to become incomprehensible with enough randomizing.
Handily it's a concern Toady has mentioned himself regarding procedural generation. It's part of the reason a semi-typical fantasy base has been stuck to instead of having completely generated species.
So yeah, the line between word soup and pseudo-meaningful names is thin, but it exists.
So the game will never have abiogenesis, and you will always have people suddently appearing at the map?I am genuinely concerned this game is going to become incomprehensible with enough randomizing.
Handily it's a concern Toady has mentioned himself regarding procedural generation. It's part of the reason a semi-typical fantasy base has been stuck to instead of having completely generated species.
So the game will never have abiogenesis, and you will always have people suddently appearing at the map?Well there is a myth generator in the works which should eventually explain where things came from; Of abiogenesis specifically I haven't heard mention. There is already simple genetics, but no speciation (can't image this would be an easy task). I know at one point Toady thought of having people migrate in from off the edges of the map, but have no idea if this is planned.
I believe that the eventual plan is to allow the player to determine the degree of randomancy, with the game generating guides to the things it creates.Indeed and we already can to some extent in advanced worldgen.
This is true, but there is a reason that fantasy novels don't usually have 50+ main characters, it's just too much.
I think if each dwarf was treated as a side character it would be more effective. Say if Bomrek Eribbasan from above, instead having the personality of a wall of text, the same as any dwarf, was put off by merrymaking is pleased by her own appearance and talents, likes lions, and prefers to consume hake and demon rat. This personality is a lot more distinct than before when she was kind of nice, kind of egotistical, kind of determined, kind of cowardly, etc.
The problem with too much is it will be disregarded by the player, and end up no better than too little. The interface already pains us to keep track of which dwarf is which. Their names are word soup, their graphical representation is a handful of colors, and fortresses of any meaningful number of dwarves become a Brownian motion of colored smiley faces.
I think if each dwarf was treated as a side character it would be more effective. Say if Bomrek Eribbasan from above, instead having the personality of a wall of text, the same as any dwarf, was put off by merrymaking is pleased by her own appearance and talents, likes lions, and prefers to consume hake and demon rat. This personality is a lot more distinct than before when she was kind of nice, kind of egotistical, kind of determined, kind of cowardly, etc.Every dwarf is the main character of their own life.
I created a small world with 7 civs and 150 years to try to cut back on how much was going on, but still I have 8.5k historical figures and 400 different groups and sites and about 200 artifacts made by necromancers and it's just way, way, way too much to even read a fraction of let alone remember or comprehend
I think it's interesting to have a bit of randomly generated detail to give individual character, but the game crossed the line between interesting and completely and utterly overwhelming about 50 miles ago. I really think less is more in this situation. If every dwarf only had 1 or 2 likes and personality traits it would make them stand out a lot more than having a wall of text. I might be able to follow the events of the world if every group of random vagrants didn't give themselves a stupid name and think their trudge across the desert of loathing was as important as the fact that the capitol city of my dwarves was just conquered by the elves. Why do we even so many group names anyway? There's the civilization name, the group name, and the site name. Couldn't we just ditch the middle one so instead of the Living Tombs from the Handle of Zeal founding Bootproblems, it's just the Handle of Zeal founds Bootproblems? Why do they need to be an independent group as well as part of a civilization?
Does anybody actually read all this stuff and not find it completely repetitive and overwhelming?
The people parroting "it's all optional" might be more useful if they read his actual complaint - that 'grey goo' proceduralisation and excessive detail have made it confusing and overwhelming to get data he wants about, for example, his dwarves. \You've taken his opinion and substituted your own. That's not what he said in the OP. He suggested less detail, not better ways of finding it.
He wants to know whether dabbling swords dwarf X is worth training up, he has to sort through the information that they are unfettered by academic discourse, value knowledge in all forms, and we're once a member of an unknown organisation called the Wavering of Wheels. What's that group? There's no way to tell without external interfaces or time consuming saves cunning only to find that this was a group of refugees from the fortress The Ashes of Prancing after the Group of Benigness overthrew it.
And after all that stuff sorted through, she is very weak and abhors violence in all forms.
DF needs to sort its dwarf info out, man. Not less detail, but arranged more usefully.
After a rea-read of his post, I find myself forced to agree that I misread it.The people parroting "it's all optional" might be more useful if they read his actual complaint - that 'grey goo' proceduralisation and excessive detail have made it confusing and overwhelming to get data he wants about, for example, his dwarves. \You've taken his opinion and substituted your own. That's not what he said in the OP. He suggested less detail, not better ways of finding it.
He wants to know whether dabbling swords dwarf X is worth training up, he has to sort through the information that they are unfettered by academic discourse, value knowledge in all forms, and we're once a member of an unknown organisation called the Wavering of Wheels. What's that group? There's no way to tell without external interfaces or time consuming saves cunning only to find that this was a group of refugees from the fortress The Ashes of Prancing after the Group of Benigness overthrew it.
And after all that stuff sorted through, she is very weak and abhors violence in all forms.
DF needs to sort its dwarf info out, man. Not less detail, but arranged more usefully.
After a rea-read of his post, I find myself forced to agree that I misread it.The people parroting "it's all optional" might be more useful if they read his actual complaint - that 'grey goo' proceduralisation and excessive detail have made it confusing and overwhelming to get data he wants about, for example, his dwarves. \You've taken his opinion and substituted your own. That's not what he said in the OP. He suggested less detail, not better ways of finding it.
He wants to know whether dabbling swords dwarf X is worth training up, he has to sort through the information that they are unfettered by academic discourse, value knowledge in all forms, and we're once a member of an unknown organisation called the Wavering of Wheels. What's that group? There's no way to tell without external interfaces or time consuming saves cunning only to find that this was a group of refugees from the fortress The Ashes of Prancing after the Group of Benigness overthrew it.
And after all that stuff sorted through, she is very weak and abhors violence in all forms.
DF needs to sort its dwarf info out, man. Not less detail, but arranged more usefully.
Bay12, the one place on the internet where people admit they're wrong.Have we just proved that bay12forums.com is not on the Internet?
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.But vanilla DF offers you the option to export maps and an (incomplete) xml of legends in order for you to browse in a more convenient form. So it's kind of expecting you to use something like legends viewer.
Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.I never said it's free of flamewars, I just said people sometimes-ish admit they're wrong.
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.
Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.
Practically requiring people to use external utilities and/or mods to understand, and quite often to play, the game is a shoddy, amateur mistake that other game studios get crucified for. I will never understand why people give Toady a pass for it.A few things. First of all, they're not required. I play DF without the aid of any external utilities, just fine. I think people over emphasize the degree to which one needs to micromanage one's fort.
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.
Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.
There was a flamewar about that? I vaguely remember people disagreeing, but nothing serious.
Practically requiring people to use external utilities and/or mods to understand, and quite often to play, the game is a shoddy, amateur mistake that other game studios get crucified for. I will never understand why people give Toady a pass for it.
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.
Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.
There was a flamewar about that? I vaguely remember people disagreeing, but nothing serious.
Practically requiring people to use external utilities and/or mods to understand, and quite often to play, the game is a shoddy, amateur mistake that other game studios get crucified for. I will never understand why people give Toady a pass for it.
As it stands DF absolutely does not require external utilities to play. I'm not sure how people manage to get stuck on the idea that the obtuse interface is literally impossible to wrangle. Utilities have their function, and one can hope to see them incorporated into the base game one day, but everything great about vanilla DF can be enjoyed without DFhack or therapist or stonesense. Yes, even 3-d visualizers can be substituted by imagination.
And if you can't see why DF has as much respect as it does, consider how independent projects are judged not only for their production of content but also for the motivation behind that production. DF has both worthy motivations and intriguingly unique content. People flock to this game and stomach the interface, the bugs, and the interface bugs for a reason!
Bay12? Free of flamewars? I'll give the gay dwarves thread as a recent-ish example.
Also Deon dorsi specifically mentioned "without external utilities", which seems fair. There is no way to get to know more about dwarves' previous groups without legends viewer or opening a copy of the save in legends mode. Same goes for figures on engravings and many other things.
There was a flamewar about that? I vaguely remember people disagreeing, but nothing serious.
Practically requiring people to use external utilities and/or mods to understand, and quite often to play, the game is a shoddy, amateur mistake that other game studios get crucified for. I will never understand why people give Toady a pass for it.
As it stands DF absolutely does not require external utilities to play. I'm not sure how people manage to get stuck on the idea that the obtuse interface is literally impossible to wrangle. Utilities have their function, and one can hope to see them incorporated into the base game one day, but everything great about vanilla DF can be enjoyed without DFhack or therapist or stonesense. Yes, even 3-d visualizers can be substituted by imagination.
And if you can't see why DF has as much respect as it does, consider how independent projects are judged not only for their production of content but also for the motivation behind that production. DF has both worthy motivations and intriguingly unique content. People flock to this game and stomach the interface, the bugs, and the interface bugs for a reason!
I hate tilesets. when people use them on youtube I can not tell what is happening. I do not have big forts. maybe when I have a big fort i'll use dwarf therapist but I do not now. I use dfhack, but mostly because I like gui/advfort and gui/create-item
Dude, I think you need to take a chill pill. You are way, way too upset about this.
Toady's amazing accomplishment is not invalidated by, and does not invalidate the fact that DF's interface is horrifying and obtuse, or the fact that for many players external utilities are indeed required. That people go to the effort of creating things like DwarfTherapist and DFHack means that a significant part of the userbase, perhaps the majority, feel they are required for good / fun gameplay.
Acknowledging that Toady's chosen methods have immense flaws is not being 'disrespectful', and I'm not at all sure how you got that idea. It's acknowledging the current realities of playing Dwarf Fortress.
There are many players who do not play without DwarfTherapist, a tileset, DFHack, or all 3. There's nothing wrong with this. Equally, there's nothing wrong with playing without those tools - but there's nothing right about that either. That so many players use external tools clearly shows that the current state of DF lacks good ways to handle vital tasks.
Dude, I think you need to take a chill pill. You are way, way too upset about this.
Acknowledging that Toady's chosen methods have immense flaws is not being 'disrespectful', and I'm not at all sure how you got that idea. It's acknowledging the current realities of playing Dwarf Fortress.
Dude, I think you need to take a chill pill. You are way, way too upset about this.
You have encountered "Gray Goo", a common problem in Dwarf Fortress. "Gray Goo" occurs when procedural generation outstrips interest. There so much to care about that you stop caring.
Dwarf Fortress has deep gameplay, and it will keep getting deeper. This should not be resisted; in fact, it is why many people play the game. Instead, attack the other front. Interest cannot be meaningfully increased, but it can be used more effectively.
- Don't display too much information at any one time. Keep the player focused on only a few things, and only when specifically asked for. The new (l)ocations screen is a good example. It is sparse and provides good information with little fluff.
- Provide relevant information in an easily accessible, but non-intrusive place. The player should not feel obligated to remember more than he or she needs to. This is where (l)ocations fails. When assigning occupations, skills and preferences should be available for each of the citizens when specifically requested.
- Context is key! Whenever you provide information, say why the player should care. Don't just say "X killed Y", say "X, a scoundrel from Komutesdor killed his king, Y!" By reusing the player's interest, you can stretch the interest far further.
- Make sure the player actually remembers what he or she has learned. Which is easier to remember: Komutesdor or PoemSells? Sounds are harder to remember than words. If there is no easy translation, use a description, but make sure the player remembers it.
Detail is not the problem. Lack of interest is. The real world is far deeper than any videogame, but humans still function. There is enough interest available, it just has to be used right.
Very, very good post. Procedural generation is fantastic at making big, detailed, unique worlds on the fly. Unfortunately, it's incredibly bad at sorting out relevant and interesting stuff from the chaff, or highlighting things that are meaningful. It's not just an issue with Dwarf Fortress, you can see this phenomena in Elite: Dangerous, Cataclysm: DDA, and many roguelikes.
Frankly, DF's UI really does not help the situation. When you're already fighting procedural generation's tendency to drown interesting stuff in minutiae, choosing to display things like Dwarf personalities and feelings as giant single paragraphs does not do any favors.
My honest advice to OP is to not get invested in your world. DF's procedural generation is a tool to give you a fleshed out, new canvas every time you start a new world; not to give you a coherent world that you can get invested in. It makes for fun new challenges and extends the novelty of the game, but any attachment to the world is going to be through your own story that you're telling at your fort or with your adventurer.
actually I think legends mode needs more detail
This could be fixed with assigning detail levels to each event, and just showing things at or coarser than the selected level. Coarsest level for a particular figure would be birth and death, set equal to the coarsest level of any event in the figure's life. Then you can filter figures and events by the coarsest level they have.actually I think legends mode needs more detail
I agree, and most df players want more complexities, but it does make it harder for newbies to grasp.
So he has a sort of point.
My problem is there are too many details about Urist McCrafter creating master piece bone bolts. Thousands of them maybe.
It is inevitable.
Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy enjoyed a sudsy bath. Urist McToughGuy was overjoyed in seeing a nice statue. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die.
It's all just random interchangeable gibberish and it's spurting out of every orifice of thegameworld.
Does anybody actually read all this stuff and not find it completely repetitive and overwhelming?
Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy did not get upset seeing a mole man die. Urist McToughGuy enjoyed a sudsy bath. Urist McToughGuy was overjoyed in seeing a nice statue. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a goblin die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die. Urist McToughGuy did not get upset seeing a kea die.One of my dwarves has 4+ pages of this before I can see anything else. It's kind of ridiculous that they aren't at least stacked by creature type, if not even just "...seeing X wild animals / sentients / enemies die."
Personalities: Okay. Can be difficult sorting out good info, at least the many colors of highlighting help with that. My huge beef about that however, is how conflicting information is so common. Urist McIdiot has a poor memory, terrible creativity and does not care about arts and crafts whatsoever. He dreams of creating a masterwork of art someday.
I have mixed feelings about the randomly generated things, here are my thoughts about it:
Titans/ForgottenBeasts: awesome. Each one is a unique monster that creates it's unique story. They're either beyond terrifying a skinless web shooting dimetrodon, or seemingly innocuous (a giant feathery wombat) that you should not underestimate. Good to see.
Clowns: Feels awfully redundant. They feel like forgotten beast ripoffs... Except they appear in large numbers, are significantly more frequent in their appearance, and, well, what else do you put under the candy?
names of groups,notorious creatures and establishments: Great even if nonsensical(that can be funny at times). However the SHEER NUMBER of them makes sorting out specific information mind numbing. Planned to be improved, and you can even improve it yourself.
Boogeymen: Okay okay
Night Trolls etc: Honestly I don't like how these are procedurally generated. They have such a specific behavior for being something so random, the random names trick you into thinking you're hunting a new creature you haven't heard about, and the default name of Night Trolls is pretty odd considering they have nothing to do with regular trolls at all. They're based on mythology. Isn't Threetoe an Lit major or something?
Personalities: Okay. Can be difficult sorting out good info, at least the many colors of highlighting help with that. My huge beef about that however, is how conflicting information is so common. Urist McIdiot has a poor memory, terrible creativity and does not care about arts and crafts whatsoever. He dreams of creating a masterwork of art someday. This makes sense. Internal inconsistency is quite common in people. Wouldn't you like to make something that is admired, even though you can't make art worth crap and have therefore internalized an apathy toward other people's art?
Books: I really like the variety and consistency here (with certian parts being multiple words like 1.Start your day with 2. Dwarven Rum as opposed to gibberish like 1.BEAR 2.PUKE 3.OF THE 4.SOILED 5.PUMPKINS). The consistency actually seems to make it funnier like Question Elephant Behavior or A Guide to Even Merchants etc. I like books too.
Evil Biomes: Frankly i wish these were separated into two different map-distinguishable (and possibly overlapping) types: 1.Evil biomes with the wicked wildlife and hostile environments 2.Undead/reanimating biomes with syndrome fog/rain. The reasoning behind this is i feel like the undead just seem to take away the attention from the evil creatures, and the syndrome weather can render them nonfactor (the marauding ogres instantly suffocated. No biggie), and on the other side, people wanting to have a reanimating challenge embark might find themselves dissapointed when the biome shows no hint of undead. If you're looking for wicked wildlife, go for a savage biome. You can remove syndrome weather in advanced worldgen.
Instruments:The names are random, the part amounts are random, the pieces are random material an appearance wise, the availability of certian instruments to be build able are random... CONFUSING! ME HATE! ME HATE! HAAAATE! There's a mod going to replace random instruments with RL instruments.
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TLDR
It seems to me that whenever toady makes a major addition, it's procedurally generated. Some of that stuff is neat, but the more he adds, the more it will seem like a gibbering fever dream of Tzeench then a fantasy environment. (no offense to him or his works, it's still great!) He's trying to strike a balance, in between "Random Hell" and "Yet Another Stock Fantasy Universe". Right now, he's leaning away from stock fantasy.
what's WIP?Work In Progress
Try a hermit challenge, too. Choose your fav from the starting seven and murder the rest, then open a hole-in-the-wall tavern in the middle of the desert. DO IT NOW