Bay 12 Games Forum

Dwarf Fortress => DF Adventure Mode Discussion => Topic started by: Nobody on October 15, 2006, 01:53:00 am

Title: The Newest Developments
Post by: Nobody on October 15, 2006, 01:53:00 am
So, how many people are excited about the latest developments for dwarf mode! Yeah!

All Adventure mode needs is for the more detailed character generation and background to be added, and then it has me clinched forever.

Even if all I do forever is kill named monsters.

But, on to an actual question, is there a way to import old characters to new worlds? Even just their last names? I don't want to say goodbye to Ingish yet...

Title: Re: The Newest Developments
Post by: Capntastic on October 15, 2006, 02:12:00 am
I don't believe so; as characters come from civilizations and whatnot which are tied to the world.

Anyways, I am excited to see how the new clothing will work; because I want fingerless hobo gloves and long flowing coats and whatnot.

I am guessing they will effect how hot you get,  or prevent cold, and such.   Keeping you dry as well, maybe.  Fun stuff; very fun stuff.

Title: Re: The Newest Developments
Post by: Toady One on October 15, 2006, 12:43:00 pm
Of course, programming those effects would take more time than the time I've spent just getting the basics in...  a slow grind as usual, laying groundwork and creating options for later additions.  I tried to support fingerless gloves for this round, but the way combat is coded the armor effects are a bit of a hassle.  So right now, I only have gloves and gauntlets, with the addition of mittens.
Title: Re: The Newest Developments
Post by: karnot on October 15, 2006, 01:25:00 pm
How about bracers and shoulderguards ?
Title: Re: The Newest Developments
Post by: Capntastic on October 15, 2006, 05:25:00 pm
Are all of the new items added in just sorts of clothing, or are there eating utensils or other fun goodies coming our way?
Title: Re: The Newest Developments
Post by: Rondol on October 15, 2006, 06:35:00 pm
You hit the kobold in the head with your +adamantine spoon+!
It is mangled!
You gouge out his right eye!
You gouge out his left eye!
Title: Re: The Newest Developments
Post by: Toady One on October 16, 2006, 12:29:00 am
There's really nothing to this that has immediate practical effect...  it's the same type of clothing items, although they can cover a bit more or less.  They are still centered on the upper body/lower body/hands/head/feet, so there aren't any new location-specific worn items like armor pieces (the current "greaves" is a misnomer).  The importance was just to get inventories sorted out...  the system it was using was basically unchanged from 2002, and it was really starting to become cumbersome.  Still, it's good when you lose items that are chopped away, though having them remain on the severed limb will have to wait.  Eating with utensils for adv mode townies is part of the Future of the Fortress...  I looked at it briefly, but there were a few annoyances.

I did get the third toe on my left foot bruised today (in adventure mode).

Now I'm just going to get the dwarves thinking properly about clothing again and put it up.  I'm not sure how long it'll take, since I'm entering the work week again.

Title: Re: The Newest Developments
Post by: Nobody on October 16, 2006, 02:21:00 am
What about the background detailed character generation stuff Toady? That's what I'm really eager about.
Title: Re: The Newest Developments
Post by: Toady One on October 16, 2006, 01:05:00 pm
That's The Scenarios Arc, but it requires some more backing before we can do it properly.  I'd rather not invent backstories that couldn't actually happen in the game, so that it can properly place your character within the framework of whatever town they become a part of (if they do).  I usually don't like the interactive/question approach to character generation, but as an optional method here it should be good because the interaction will be generated based on the current world state.  The Play Now! option will forego those things, but since it still needs to situate you in the world and give you a backstory, it'll probably just answer the interaction itself.  I don't really have a problem allowing rolled-up/mysterious traveller with no background characters, but it probably won't be as interesting most of the time.
Title: Re: The Newest Developments
Post by: Nobody on October 18, 2006, 06:36:00 pm
Ah thank you very much! But... I do have to smirk a little at the relationships arc...Imagining those Dwarven Dating games. But you are an ambitious and great programmer, and incorporating the element of romance into legends is very necessary, and great of you to do so. Man, this project is massive. Here's wishing you the best of luck, and mightiest of staminas!
Title: Re: The Newest Developments
Post by: skeightmachine on October 19, 2006, 01:58:00 pm
Well I just got done reading up on the Arcs and whats planned for the game and im in awe. There is so much depth to imagine. Good luck Toady.
Title: Re: The Newest Developments
Post by: skeightmachine on October 21, 2006, 01:30:00 am
A little bit about the new features. One thing I noticed tonight while playing were the new town guards. I decided to raid this town, and while doing so I noticed the guards werent only attacking me, they were attacking the human "...." such as swordsmen, bowmen, etc. It was quite strange at first. Is this supposed to happen?
Title: Re: The Newest Developments
Post by: Toady One on October 21, 2006, 01:42:00 am
They were attacking other random citizens?  Or were these buddies you brought?  They shouldn't be attacking the random citizens.  They normally get along.  Perhaps they had some issue and went into crime-stopper overdrive.
Title: Re: The Newest Developments
Post by: Captain Mayday on October 21, 2006, 07:49:00 am
Very effective at preventing crime, though.
Title: Re: The Newest Developments
Post by: skeightmachine on October 21, 2006, 10:22:00 am
Well I havent played adventure mode in a while. There used to be countless recruitable people wandering around, but I could find none (maybe its because I used a pregen map). I decided to test out the new guards, they were pretty squishy, but they had bows and the like. Pretty dangerous afterall. I got a huge message that my upper body was pierced by a bolt,, but on second glance it was not me, it was a bowman or something. Turns out that the plain human and the guards attacked one of the people I was looking to recruit.

I reformed a new map this morning, and after searching 3 towns from top to bottom I could find nobody to recruit, what happened to them?

Title: Re: The Newest Developments
Post by: Toady One on October 21, 2006, 01:10:00 pm
Did you look inside the apartments?  I think they all hang out indoors right now.
Title: Re: The Newest Developments
Post by: Rondol on October 21, 2006, 08:12:00 pm
I thought you'd just taken them out. I havn't been able to find any either. I gave up on it.
Title: Re: The Newest Developments
Post by: skeightmachine on October 21, 2006, 11:28:00 pm
I had noticed the same thing, after rumaging through peoples apartments, I just gave up. I stumbled across my first elf town and asked for the capitol. It was there where I found my first companion. An elven Elite bowman. The nearby cave was our first destination. Two floors in I noticed the combat text telling me he was going melee with various creatures. By the time I could get to him he was mauled by a giant bat, poor guy.
Title: Re: The Newest Developments
Post by: Nobody on October 22, 2006, 01:33:00 am
Regrettably, I've found no recruitables, not even drunks... But I never recruit people anyway. I've always been the lone hero kind of guy. I was pleased as punch however, to find a sleeping guard IN a chair IN the tavern! Coincidence? I think not! Also, I'm proud to say that my good hero, a human hailing from the proud warrior nation of Dur Cok wears a long skirt, loincloth, leggings, cap, helm, gauntlets and gloves. He hails from the frosty north, and he isn't worried about his sexuality damn it!

UPDATE: Oh, hrm. Update on that note, evidently when I created a character to avenge my sexually comfortable barbarian, she wandered over to the cave, ran into a bastard of a kobold bowman, and promptly turned tail back to town. First person I come across is a maceman. I guess the NPCs accrue with time, if I am making an accurate guess from my situation and the other guy's.

UPDATE:Y'know, I'm just gonna keep updating this thing. Fortunately(?) the guards noticed that I had stolen two of their finer swords, and lay on me with arrows. Beating a hasty retreat, I visited the nearest Kobold receptacle to test my latest acquisition. However, whilst mangling one of the kobolds, I noticed my skill wasn't going up with swords. Is this an error, or was it because I had knocked him over and all but killed him before I bothered checking to see if my skill would rise?

Update: Well, the avenger died...A tragedy, but it had a wonderfully poetic end, surrounded by the dead and dying kobolds, first she drifted off to sleep, then bled to death. When I checked her name after she was corpsified, she had the title "the Peaceful Simplicity of Dying." Anyway, over the course of my travels, materials stayed consistent, and modes of dress changed for temperature too, no crashes, which is very boss.

[ October 22, 2006: Message edited by: Nobody ]

[ October 22, 2006: Message edited by: Nobody ]

[ October 22, 2006: Message edited by: Nobody ]

Title: Re: The Newest Developments
Post by: skeightmachine on October 22, 2006, 02:13:00 am
Well I just downloaded the update and started a new character, noticed all the new eq slots for clothing. Are there any benefits to this new gear or is all for looks? I think that no matter what ill scavenge all the ruins I can find to buy all the best exceptional clothing and armor I can find.

Also, I heard weapons only go up after a successful parry. This might not be all that true because I saw them go up after I attacked a noticibly tougher creature than me.