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DF General Discussion / Re: Future of the Fortress
« on: December 23, 2018, 12:51:00 pm »
1. Can you expand some more on how vermin-sized creatures/pets work as of now? I know you can move cave spiders into a specific room in fort mode and they'll keep existing there and spinning webs. But does that already happen in adventure mode? Do they unload with the rest of the site, or can you catch cave spiders and start them spinning useless webs in your wooden tower already? Will it be different for the spiders you start adventure mode with if you get that sort of vermin pet? Your important trained spider. What about other sites like catacombs that keep track of the items you've left in them?
2. Is a vermin pet going to attack in any circumstance, on your shoulder or off, and does that mean assassins can now let a poisonous spider into a room if NPCs don't also have pets that can attack such a small creature? Can your pet-caused deaths be tracked to you as a crime, or through syndromes made by pets you own? If you dump a bunch of barrel penetrating vermin into a shop will it be recognized as the new industrial sabotage crime since those items are otherwise tracked for thefts kind of? If a cleaning ability is modded on to a vermin will it activate it, either on the ground or not? What about, say, raising the dead?
I hadn't thought of it until now but vermin are kind of overpowered in adventure mode even before this release if they're actually tracked. But I guess that's why turkeys and chickens are always around. They're very helpful always scratching in the mud. Saving lives. But if someone slipped the monastery cats some beer and they all passed out the Most Holy Sky is going to be getting replaced pretty regularly. Then Sherlock Holmes will show up and notice that the snake literally has your name on it, foiling your perfect plot.
3. Will you be able to milk a purring maggot? I guess there's more work involved in making it so you can actually get purring maggots in the first place, since they don't work right now. But if you got them, the milk is right there. Not to mention the other animals you can presumably milk.
3a. Will we be able to milk our cows? Not as important as the purring maggot, because anybody could run off with that cow, but you're going to be protecting that maggot right on your person most of the time.
4. Since adventurers are getting some medical stuff, would starting with a pet cave spider instead of, say, a sword give them one-up on bandaging themselves? I'm going to need that if I'm scratched to hell from fighting while dizzy after catching all these cave spiders
5. To expand on an old question: since we already have the carpenter's workshop in adventure mode anyway could we start making cages and caging up animals we already own? Could we dedicate an area as a zoo in our sinister bandit fort, since all these nice adventurers will be dropping by to stop us now?
2. Is a vermin pet going to attack in any circumstance, on your shoulder or off, and does that mean assassins can now let a poisonous spider into a room if NPCs don't also have pets that can attack such a small creature? Can your pet-caused deaths be tracked to you as a crime, or through syndromes made by pets you own? If you dump a bunch of barrel penetrating vermin into a shop will it be recognized as the new industrial sabotage crime since those items are otherwise tracked for thefts kind of? If a cleaning ability is modded on to a vermin will it activate it, either on the ground or not? What about, say, raising the dead?
I hadn't thought of it until now but vermin are kind of overpowered in adventure mode even before this release if they're actually tracked. But I guess that's why turkeys and chickens are always around. They're very helpful always scratching in the mud. Saving lives. But if someone slipped the monastery cats some beer and they all passed out the Most Holy Sky is going to be getting replaced pretty regularly. Then Sherlock Holmes will show up and notice that the snake literally has your name on it, foiling your perfect plot.
3. Will you be able to milk a purring maggot? I guess there's more work involved in making it so you can actually get purring maggots in the first place, since they don't work right now. But if you got them, the milk is right there. Not to mention the other animals you can presumably milk.
3a. Will we be able to milk our cows? Not as important as the purring maggot, because anybody could run off with that cow, but you're going to be protecting that maggot right on your person most of the time.
4. Since adventurers are getting some medical stuff, would starting with a pet cave spider instead of, say, a sword give them one-up on bandaging themselves? I'm going to need that if I'm scratched to hell from fighting while dizzy after catching all these cave spiders
5. To expand on an old question: since we already have the carpenter's workshop in adventure mode anyway could we start making cages and caging up animals we already own? Could we dedicate an area as a zoo in our sinister bandit fort, since all these nice adventurers will be dropping by to stop us now?