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Messages - Urlance Woolsbane

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226
DF Dwarf Mode Discussion / Re: New release !!SCIENCE!!
« on: November 24, 2017, 06:29:49 am »
Does anyone have any idea of the extent of belief systems at present? They're used by prophets (or agents disguised as such) and may simply be limited to the whole "Urist McDeity is displeased and will destroy the world" shtick.

227
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: November 24, 2017, 06:21:59 am »
Also, can I just say that the "Identify Yourself!" bug is like some sort of Monty Python routine?

228
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: November 24, 2017, 05:09:53 am »
Bug with unknown creature exists in fortress mode. After killing dwarf agent (probably) with two artifacts -
she doesn't feel anything after seeing unknown creature die.
It also affects hearthperson reports: "My liege, [Target Name] is dead. An unknown creature was slain."

229
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: November 24, 2017, 04:50:01 am »
I see that belief systems are now a thing, presumably in preparation for Mythgen. I imagine there's lots of !!SCIENCE!! to be done there.


Also, I've discovered a fairly major bug.

230
DF Announcements / Re: Dwarf Fortress 0.44.02 Released
« on: November 24, 2017, 02:38:06 am »
I'm getting a bug that I think is crashing my game. I go about my adventure mode business in settlements when the game stops working. When I check the errorlogs, these are the last bugs I see:

"Farmer: site walker could not find walkable area"

Alternately, its a named character and goes something like this
"(NPC name), (Profession): site walker could not return to home zone"

So far its only happened in human sites but it might be happening in others also.
This happened to me in a dark pits, so it seems to be a general issue.

231
DF Announcements / Re: Dwarf Fortress 0.44.01 Released
« on: November 23, 2017, 06:08:40 pm »
Anyone tried to raid necromancer tower? I suspect it will give almost the same bug as with vaults - dwarfs slaughter necromancers, grab all their books, and are completely unfhased by nonexistent zombies.
I have, and it works fairly well. One might quibble that it shouldn't be possible for a bunch of dwarves to sneak in unseen (the mental image is hilarious,) but that's only some of the time. Not only are the necromancers and their zombies capable of attacking the intruders, but they can even send an invasion force after them, although it immediately left in my case.

232
DF Adventure Mode Discussion / Re: What's going on in your adventure?
« on: November 23, 2017, 08:24:51 am »
I was ordered to kill a howling beast in a lair a few days away. So I tread through the snow and reach the location. All I find is a naked peasant screaming at me about my weapon. I accuse him of being a demon and he just calls me insane and starts running away. So I air-decapitate him like the good anime character is supposed to. Get back to the lady, tell her about the peasant I killed and yet no one believes me he was the beast. What.
Sounds like you found the wrong lair.
Naked peasant == Untransformed werebeast.
Howling beast == Probable night troll.

233
DF Dwarf Mode Discussion / Re: New release !!SCIENCE!!
« on: November 23, 2017, 04:07:00 am »
My dogs are asking to stay in the fortress for "sanctuary." Very, very weird bug.
In all fairness, this sounds like fairly realistic canine behavior. Did you perchance send their owners off on a raid? The poor doggywogs might not realize they're coming back...

234
DF General Discussion / Re: ETA for the next release
« on: November 23, 2017, 02:26:58 am »
Multo bene! I daresay this makes up for a particularly lousy day!


Regardless, I'd say this yields a two-month ETA. It's probably going to be bug-fixing from here on out.
It looks like my prediction wasn't too far off, all things considered, though I was wrong about the amount of work remaining.

Anyhow, I look forward to breaking this release in varied and exquisite ways.

Ave Bufo! Morituri te salutant!

235
DF General Discussion / Re: ETA for the next release
« on: November 20, 2017, 08:23:26 pm »
http://www.bay12games.com/dwarves/mantisbt/changelog_page.php

SOON
PRAISE BE TO ARMOK!

Are those all of the major outstanding bugs, aside from the interminable vampire brokenness?

236
DF General Discussion / Re: Future of the Fortress
« on: November 20, 2017, 02:16:00 pm »
He's stated that he reads at least the opening post of each thread in the Suggestions forum. I don't see a reason to doubt him. I think it would be a bit much to expect him to reply to each suggestion, even the ones that aren't iterations.
Ah right, I'd forgotten about that. That is heartening. Just reading the first post is quite enough in my book.

Yeah, he's said this several times. You can believe him, or some random forum people who have no idea of what he's doing from day to day. Your choice.

Toady even says from time to time to make sure your suggestion when asked in this thread is also put in the suggestion board because he'll forget about it here. But, hey if you think he's lying, not much point in asking in either thread, is there?

Toady lying? I never even suggested that. I simply assumed that he was too busy, as one is wont to be on a decades-long, ars gratia artis project with only one's brother as an assistant.


237
DF General Discussion / Re: Future of the Fortress
« on: November 20, 2017, 02:43:21 am »
Mythgen development start (mostly) is still about 6 months away (rough guess, based on previous post-release bug-fixing periods) so there's a good chance not everything has been considered in such concrete terms yet.
I'm aware of this, but Toady seems to have put a good of deal of forethought into mythgen; enough that he's willing to give talks on it. As such, I figured it was worth a shot.

Posting a Suggestion in the suggestions forum would guarantee that Toady will actually see, note down and consider your proposal.

Posting here, unless the idea really has been considered in detail, will most likely result in the response 'yes, maybe, no schedule' and then the idea will be buried.
That's not the impression I've gotten about the Suggestions forum. I've never seen any indication that Toady pays it much heed. It seems rather vestigial at this point. Still, I'd be more than happy to be proved wrong on this, and there's nothing stopping me from spending a few minutes making a post there, but I'm content to wait a few weeks before doing so.

238
DF General Discussion / Re: Future of the Fortress
« on: November 19, 2017, 10:27:42 pm »
Salve, o Magnus Bufo!

I get the impression that the upcoming magic framework will draw on a wide range of influences, both historical and otherwise, for its many permutations. Will it include the concept of magical body-parts, as seen in various parts of Africa? These organs might be species-wide (e.g. goblin-tongues having efficacy for illusions) or caste-specific (e.g. beards being used for martial potions) or the result of certain abnormalities (e.g. the livers of albino dwarves combating the effects of alcohol.)

Assuming the answer to my first question is "Yes," will historical figures respond to the existence of mystical organs? Will we see goblin bandits prowling the land for unwitting donors, then selling their finds to apothecaries? Might black-markets pop up as a result?


Anyhow, enough of my rambling. I am ever grateful to you for chiseling away at this bright and blood-soaked gem of a game. Let us hope that Time does not send agents (or just one agent and a pack of war-dogs) to steal it away from you.

239
DF General Discussion / Re: Future of the Fortress
« on: November 19, 2017, 01:09:56 am »
1. If an person breaks the behavior required to get a specific afterlife will there be ways in some worlds to atone for their sins to regain access to that afterlife? Possibly through penance?
Urist McAvatar has lost an Eighth!

240
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 16, 2017, 07:09:39 pm »
One of my first year migrants turned out to be a werebeast. Only they died it seems, but they bit several people. This cant end well
This is a bug, isn't it? I've seen only one other report of it, and that was with a child, whose familial status presumably overrode the code for fleeing to a lair.

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