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Messages - Beag

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31
DF General Discussion / Re: Future of the Fortress
« on: April 27, 2020, 07:22:58 pm »
1. Since you will be adding a tutorial to fortress mode to help new players in the steam release will adventure mode also be getting a tutorial?
2. Currently the divination dice generate as practices of certain religions, eventually will our player adventurers be able to see the practices of their religion that they know about in the Q(info) screen?
3. Since in the steam release objects are now going to represented graphically how will statues and figurines be handled? Statues and figurines of certain things seem simple enough but what about ones depicting complicated scenes like historical events?
4. Since some animation seems to be in the steam release will there any animation for the generated in game dances or will it still just be creatures moving about in a pattern?

32
DF General Discussion / Re: Future of the Fortress
« on: March 27, 2020, 01:10:22 pm »
What update arc will you be working on after the steam release? Will it finally be the myth and magic arc or something else?

33
DF General Discussion / Re: Future of the Fortress
« on: February 28, 2020, 03:04:47 pm »
With the switch to graphics coming up in the steam release I have some questions regarding the graphical representation of creatures:
1. Will scars appear on creatures graphically and if so in the proper places? On a similar note will dismembered creature's sprites properly represent their lack of certain limbs?
2. With the main races at least(dwarves, humans, goblins and elves) there is a lot of physical description detail generated- how much of that will be represented on the sprite?
3. When it comes to generated races like escaped necromancer experiments will each generated combination have it's own sprite or will you generalize a sprite for escaped necromancer experiments in general?
4. When the myth and magic update finally comes around will magical corruption be represented on a creature's sprite? If so how detailed would the visual representation of the progression of this corruption be(referencing an old threetoe's story the dwarf who was cursed by elves slowly turned into a tree person starting with her hair)?

34
DF Suggestions / Re: Night Creature Idea - Mutants
« on: February 08, 2020, 07:24:32 pm »
How do you think the game would handle a player adventurer getting a mutating syndrome?

35
DF General Discussion / Re: Future of the Fortress
« on: January 31, 2020, 06:49:51 pm »
Are player adventurers able to assume identities from necromancer groups? I have been on a quest to find the creator of a created race as that race but when I assume an identity I can't pick the group that the necromancer belongs to.

36
DF General Discussion / Re: Future of the Fortress
« on: January 31, 2020, 06:15:26 pm »
Here's a bonus question because I wanted to experiment: I played as a necromancer in the new update and raised a pale stalker, the pale stalker then killed me, is this a bug? If not how do I get my undead lieutenants to obey me?

37
DF General Discussion / Re: Future of the Fortress
« on: January 31, 2020, 12:04:53 am »
Probably the last question from me for this month- When I was playing an escaped necromancer experiment I traveled around for a few days and didn't get hungry thirsty or tired, do escaped necromancer experiments not need to eat, drink or sleep?

38
DF General Discussion / Re: Future of the Fortress
« on: January 30, 2020, 11:47:47 am »
I've noticed that when I played as an escaped experiment boogey men didn't attack me when I was alone at night, is this intended?

39
DF General Discussion / Re: LET'S FIX THE WIKI! - A DF COMMUNITY PROJECT
« on: January 30, 2020, 11:43:35 am »
I'd personally like to see the adventure mode page updated. As well as some info on escaped necromancer experiments. And finally some info on the new generated structures.

40
DF General Discussion / Re: Future of the Fortress
« on: January 29, 2020, 06:45:52 pm »
1. Do any of the profession background skills our adventurer can now possess have any means of using them/training them?
2. Are there any special things our adventurers can do with the new array of possible starting items such as extracts and tools?
3. I played an escaped experiment and went to a necromancer tower, the necromancers and experiments were fine with me but the corrupted ones killed me, is this working as you intended?
4. Will you be releasing small patches for this update in the coming days as bug reports come in?

41
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2019, 08:17:25 pm »
If an artifact gets stolen in an area a player adventurer is in, is it possible the player adventurer will be interrogated if they are suspected of stealing it? If so how will responding to an interrogation as a player adventurer work?

42
DF General Discussion / Re: Future of the Fortress
« on: November 29, 2019, 02:28:27 pm »
Will the new craft halls and updated temples also appear in generated sites such as hamlets, towns, hillock and mountain homes or is it something that can only occur in player forts?

43
DF General Discussion / Re: Future of the Fortress
« on: October 29, 2019, 07:18:06 pm »
1. How much more do you think you will develop organizations such as religious orders, merchant companies and mercenary companies before the next release? To clarify will they have activities they do besides simply existing? And if so would these activities be seen in fortress mode only or also in adventure mode to some degree?
2. You mentioned modifiers such as loyalty and love in how interrogation will work, does this mean our adventurers will finally be able to have friends and romantic interests to sate their needs for such things since those modifiers imply such relations will be possible?
3. With how easy it is to just loot valuables from warehouses in adventure mode in mind how effective do you think bribing NPCs to talk will be? I ask this as less scrupulous adventurers can easily procure a supply of goods to bribe people with from warehouses.
4. If our adventurer's use violence in interrogation in a town and word got out of that would they be penalized with a violent reputation still?

44
DF General Discussion / Re: Future of the Fortress
« on: September 28, 2019, 02:50:10 pm »
1. Can necromancers/demons utilize mega beasts in their experimentation? For example making a new creature using parts of a dragon and a human?
2. Will new races created by necromancers have some abilities of the creatures they were created from? Some examples would be a carnivorous diet or the ability to fly.
3. What do necromancers/demons do with new races they create assuming they don't escape? I'd assume they wouldn't just kill a creation they spent so long working on.
4. If a player playing as a race created by a necromancer/demon visit's that necromancer/demon's base would they still be hostile to that player even though the player is of a race they created?

45
DF General Discussion / Re: Future of the Fortress
« on: August 26, 2019, 04:31:30 pm »
1. Will there be a chance that new races created by demon or necromancer could have inborn special/magical abilities?
2. Will more legit organizations such as site governments, merchant companies and mercenary companies also appear in the organization tab in the intrigue menu?
3. If the player joined a group present in the organization menu would they appear on the graphic?(Currently it is possible to join bandits and criminal groups at least at an entry level).
4. Will special buildings like guild halls also appear in generated human settlements?
5. Will any of the new special buildings appear in elven settlements?(Unlikely I know but I thought I'd ask.)

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