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Topics - DPh Kraken

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DF Adventure Mode Discussion / Updating the wiki for Adventurer Mode
« on: March 12, 2024, 01:28:24 am »
The Adventurer mode prerelease will be available on April 17. This will come with major changes for the interface, among other changes yet to come. Much of this will seem obvious but I thought it would be good to organize some efforts and make a list of what might require changes.

- Adventurer keybinds should be squared away ASAP, and the quick reference (https://dwarffortresswiki.org/index.php/Adventure_mode_quick_reference) should serve as a guide to them for other wiki editors.

These categories are going to be the main focus of edits, one is very narrow and the other incredibly broad.
https://dwarffortresswiki.org/index.php/Category:Adventurer_mode
https://dwarffortresswiki.org/index.php/Category:Migrated_pages_needing_review

Deities (https://dwarffortresswiki.org/index.php/Deity) are going to have a lot of new mechanics, with the changes to the "demigod" start option/relationship being a highlight.

Portraits would be nice to add to creature infoboxes, for completeness. I'm not the manager, it's a community effort, there will be much tedium involved, but way less than doing it for all the creatures ever.

There's a couple other topics that I feel are relevant and would like to bring attention to for the future update.
Villainry is likely to be looked at. (https://dwarffortresswiki.org/index.php/Intrigue, https://dwarffortresswiki.org/index.php/Category:Non-player_characters)
Flasks (https://dwarffortresswiki.org/index.php/Flask) aren't tagged as adventure mode, but refilling them is a keybind that's going to come up.
Is there anything else that would be good to have in mind before the release?

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DF Suggestions / Sleeping in a bed pauses hunger/thirst
« on: February 08, 2024, 01:57:47 am »
My "victory" in an adventure mode playthrough was constructing a simple cabin over many days and nights, complete with a casket to bury the last of the giant spiders that I had wrangled from a strange pasture. It had all the necessities - a workshop, some barrels and storage, a roof, and a bed.

My weary hero hoped to lay down and finally have a reprieve from the road, but woke up in the same condition as every other nap in the mud she went through - hungry, thirsty, and not able to really appreciate life's comforts. This was particularly aggravating during construction, where I couldn't eat enough at one time of adventurer-control to stay full during both my labor shifts and nightly rests.

I propose that sleeping in a proper bed means that a unit's hunger and thirst timers are paused for the duration of the task (in a Fortress) or fast-forward (as an Adventurer). It would be most relevant for adventurers taking the effort to rest in tavern lodgings or build a camp, as their sleep cycle lasts for more ticks. For fortress citizens, it would just be a minor delay to the next time a citizen with a room goes for another snack. This is only for parity with the Adventure-centric mechanic, as the primary motivator for making dwarven beds is their mood.

This sleep benefit should only be for deliberate/scheduled sleep, not for hospital rest. I believe the unconsciousness from that condition is tracked separately, and administering rations to resting patients should be preserved. Creature-specific need counters (vampiric bloodthirst and dwarven withdrawal) don't need this benefit, since they aren't essential needs and are reset to zero when fulfilled.

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DF Suggestions / Suggestions for the new unit list
« on: February 01, 2024, 09:11:10 am »
The new unit list has a pair of sorting methods, Prof A and Prof B. Putnam asked for suggestions regarding what to name these on the Kitfox server, both of which should fit in the same small space.
Prof A sorts miners, then all woodworkers, bowyers, carpenters, and wood cutters, et cetera. Prof B goes by each profession/position individually and alphabetically: brokers, butchers, captains, carpenters, and so on.


I suggest that Prof A be named "Cat." (category), as this is the technical term for the color-coded groups that each unit type is sorted into. Graphics raws ask for a PROFESSION_CATEGORY when coloring the default clothing.
Prof B should remain as "Prof." (profession). This is the term that's used elsewhere, when renaming units on their character sheet and when specifying creature-specific [PROFESSION_NAME]s.

In addition, the smaller column margins to display names causes longer names to be shortened and/or displayed on two lines. It's uncommon with typical dwarven names, but creatures with legendary titles or custom nicknames are affected by this.
Image from Logem Cilobdural:


If anyone else has any suggestions for the new unit list menus, please do reply.

4
DF Suggestions / Expand audio modding
« on: September 20, 2023, 12:43:44 pm »
There should be a few more types of music triggers for new songs (be they modded or a second vanilla album) to hook into.

There are three types of invasion events with associated music: forgotten/mega beast attacks and sieges. It should be possible to link music to other types of announced invasions, like ambushes, opening the underworld, and cave dweller raids.

There's also places where celebratory music could be added, with the progression of land-holding and mountain-homing being a source of both contexts and events.

Biome-based music contexts are on my wishlist for the Adventure mode soundtrack, and it'd be nice to hear them from time to time in Fort mode.
I would like there to be separate tokens for adventure mode and fort mode biome contexts, so they can be more properly tuned. "Vile Force of Darkness" would be amazing to hear while trekking over an evil biome, but would be confusing when building a fort there.
Perhaps seasonal songs could also be specified per climate? I'm mainly thinking about the aural landscape of a "warm winter."

There are also two types of audio that can't be edited by mods: "cards" (listed as interludes on the pause menu) and ambience. It would be nice to have raw-based control over playing those, perhaps some parity in audio contexts?

5
DF Suggestions / Specifying materials gets around economic stone orders
« on: September 08, 2023, 02:35:28 pm »
Standing orders do well to reduce fort mode micromanagement, by restricting valuable materials from being lost in menial operations.

Work orders, construction choices, and crafting jobs all allow the player to auto-pick materials or specify specific material inputs. When the player chooses to be specific, the game should be able to look for restricted economic stones rather than cancelling them due to the standing order.
Should the ability to specify materials for cooking or brewing be implemented, manual specifications should also be able to supercede the standing order.

6
DF Suggestions / Adventuring tools
« on: August 31, 2023, 12:52:49 am »
Fortress mode has many useful items to organize a fortress with and tend to the needs of a city, but beyond the typical combat gear and containers the adventurer doesn't have much in the way of cunning tools.

Ropes and chains!
There are a lot of exploration uses for this versatile item, including the adventurer using them to restrain foes (Req236 in the old dev log).
Affixing items to the ends of ropes would create lots of object interactions - you could throw something (with a little bit of velocity damping, given the weight of the rope also should apply), then easily haul it back in with the rope still in your hand. Tie ropes to other ropes to make a longer chain.
Tie yourself to the rope to climb more safely, though slower and with a shorter chain.
The game should have enough physics information to tie arbitrary items and units together, and exert tension between the ends and the points of rope.

Grappling hooks (weapons-grade metal) & pitons (any metal)
The adventurer should be able to toss ropes upwards, but to get them to stick you'd need to wrap around a branch/bar, tie them around a piton you planted, or affix a grappling hook to the end of your rope.

Lockpicks (wood, metal, bone)
Use the Mechanic skill (or a new one, primarily based on Agility and Kinesthetic Sense) to unlock doors and containers silently, and defuse mechanical traps. Any TTRPG rogue swears by these. Since having cheap bulk gear run out is an interesting complication, low-quality lockpicks should be very fragile.

Torches (wood, other materials?) and candles (wax)
The ability to make campfires is all well and good, but it feels a little cheap to be able to make a square of fire from nothing. Having distinct torches for adv mode fire needs could streamline fire usage, adding a material component while also allowing the various interactions that come from handheld heat without being burned to a crisp yourself. Tie a torch to a chain to swing as flaming poi.

Tent (cloth, leather)
Though armies moving overland do create tent structures, the adventurer should also be able to raise their own. It'd be a bulky item, but being able to make a sealed area for cover in just a few moves would be a great assurance against supernaturally foul weather or predators on the road. Perhaps it could be treated as a building and given unique inside and outside sprites in Premium, and look like a stack of /|\ in ASCII.

Caltrops (ammo-grade metal)
A special form of trap/ammo that can be thrown, creating hazardous tiles and controlling the flow of a skirmish. The slower an adventurer travels over them, the less damage they take. Blunt caltrop-types should be able to trip foes instead of directly dealing nonsensical bludgeoning damage.

Chemicals (oil, poison)
Carry a flask of chemicals and throw it at a surface to splatter a couple tiles in globs and contaminants. Merchants should sell animal and vegetable oils, preferred by adventurers more for their flammability than anything culinary. Contact extracts should also be deployable in the same manner, but with poisonous material properties instead.

Net (cloth)
Another pseudo-trap, throwing a net at a unit can cause it to become restrained as if stuck in a spider's web. This tactic is less effective against larger and more agile targets.

Skill aids
Other forms of equipment might not have as interesting function, but still aid in skill rolls. Equipping crampons to your feet would make climbing less risky, wearing decorated/expensive clothing gives a bonus to social rolls (though that invites its own social peculiarities already asked by the game's value sliders), fishing rods would add on to the player's fishing checks, the list goes on.
This is more of a footnote, but it's one avenue where the mechanics of adventure mode can be tied back into fortress mode. If the adventurer needs specific tools to craft items on the go, having the tools in the fortress wouldn't preclude the task but rather become personal items that add a bonus to their crafting checks.

7
DF Suggestions / Make ash bars look like powder in Premium
« on: July 29, 2023, 11:09:55 pm »
Potash and pearlash bars each have a unique sprite that allows them to look like clumps of powder. Ash bars still look like metal bars, though.

I was able to update the graphics for ash by adding a single line to the item graphics file:
Code: [Select]
[BARS_GRAPHICS:ITEMS4:1:2:ASH]This gives ash the sprite of un-palettized powder, which works well enough even in the absence of a unique recolor.

8
Mod Releases / Kraken's Misc Mods
« on: July 10, 2023, 02:30:58 pm »
This thread is to house the small mods that I develop for fun, generally more aesthetic than mechanical. They should be fairly self-explanatory.

Cooler World Names
Expands language symbols for more diversity in naming worlds and regions.
DFFD: https://dffd.bay12games.com/file.php?id=16782
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2957722808

SoundSense Originals
Adds the composed-for-DF fan soundtrack from SoundSense to the basegame music rotation, now that modding that's a thing.
Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2997006603

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