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Messages - Bralbaard

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316
Allright, no response from Wonderpsycho, I'll get started on my turn.

Quite a few obligations this week and I've also started a new job today, so time will be limited. 
It should be plenty for the ideas I discussed earlier.

317
I won't be able to pick it up before monday, so let's give Wonderpsycho a few more days to respond.

318
I know the majority likely only care for Fortress mode, but I do hope that doesn't keep Toady from fleshing out more adv mode mechanics in the future. But of course, the further we go on the more and more blended these two things become.

There was a discussion on the development roadmap that is cause for concern, apparently adventure mode may very well not make it into the first steam release. emphasis in the post below is mine.

Steam Community Update 23 February 2022: Release Roadmap
https://store.steampowered.com/news/app/975370/view/3099043827445055732

Hello!

Work has now progressed to the point that we feel like we can share a plan for the next several months of development, all the way up to the release. It has been a long road of course, and I'm sorry it has taken so much time to get to this point, but as it turns out there was an awful lot of stuff to do ha ha. And there's still quite a bit left to go.

We need to maintain some flexibility to react to feedback or emerging circumstances, so the following can't be set in stone. But hopefully it offers something of an idea about what's up. I know there are various levels of patience out there. All we can do is keep at it and try to plan the next steps carefully.

Here's the rough roadmap:

1. Finish the menus that haven't been upgraded yet. These include the graphics and layout for justice, health, diplomacy, and hauling. These aren't small tasks; each will take weeks. I'll also be working with Jacob during this period on the sprites we need to update throughout the project. He submitted the new weapons recently, for instance, and I also got a new batch of music from the composer. It's important to get these things incorporated in a timely fashion so everybody can keep working.

2. As the menus are finished, and the graphics updates are completed, we'll move on to some important interface and usability improvements (tooltips everywhere, Xs to close windows, hotkey support, etc). Some of these can be done fairly quickly, but a few are chunky additions, and there are lots of them to do. After this part is done, the game should be much easier to get into. At the same time, we'll also be continuing to add graphics (flows, the ocean and beach, some more shadows, etc.)

3. All this time, of course, we've been fixing old bugs and making new bugs and fixing them, and here we'll need to focus and spend some quality time with them, so that we have as smooth a launch as possible.

4. We're not sure what level of Steam Workshop will be needed for modding support, and it needs investigation.

5. The old ASCII version has other game modes - Adventure mode, Legends mode, and Arena mode. We've made significant progress on Legends mode, but we haven't done anything with Adventure mode and Arena mode yet. We also have the Classic ASCII mode to support, and we are also working on Mac and Linux builds.

6. There's the matter of Steam achievements and the other various Steam features. We'd like to support whatever people are into here, eventually.

When we finish the first three points, we'll have the playable fort game on Windows. The path ahead is now shorter than the path behind, and looking at the amount of graphics left to produce and the amount of menus to update, it looks like our earliest possible launch date would be in the fall. Many of the things from #5 or #6 will delay the launch significantly, and this leads to some very hard questions indeed! I know most of you want us to launch the game as soon as it is feasible, so we've been thinking about what it might look like to do some of #5 or #6 post-launch.

We'd been hoping to have more of these later items done faster, of course, but a few things happened. Well, 2020 and 2021 happened, ha ha. Also, my original plan for how Classic mode might be implemented has only partially panned out. I made an ASCII friendly interface layer, which'll be a great help, but I underestimated how long it would take to retool all of the smaller clickable buttons into an ASCII-friendly state. A few menus will need to be redone from scratch, and my current thinking is that doing ASCII versions of the menus alone would take a few months. I'd mostly been accounting for keeping and adapting the ASCII glyphs we already had in place, with some alterations to support for example the ability to see multiple Z levels, but the menus have changed so much it's now a much larger project. The hard question then is do we want to delay the initial release to do this? Or launch, and then do the free update after.

Adventure mode is straightforward in its way. I don't expect it'll have many real development gotchas, but it does have dozens of menus, some of them quite complex. So similarly, that'll be months of work to complete. It's an important part of the game and has figured into some of the most well-known DF community stories, but it's also separate enough from Fortress mode that we can conceive of letting people get their hands on fort mode first. Again, delay or launch?


We'll be pondering this and considering feedback. We'll eventually get to everything; it's just a matter of the best order to do things, with a different right answer for different players, frustratingly enough! I'm grateful for how patient people have been in general, especially with everything going on, and thankful for the support we've gotten from the community and Kitfox as we try to get this initial release together.

We'll continue to keep you posted with regular news updates.

-Tarn

That would mean we may very well be stuck with this world for several years before we can move to a DF version with new adventure mode mechanics and content. I like how Toady does acknowledge the existence of adventure mode succession games and their importance though  :).
Also I'm still enjoying myself here in Orid Xem, imagine what it could be in say, two years time..

319
I really enjoyed reading about your adventures Tonnot. Some legendary stuff happened as well, like that undead dropping 47 levels to his death.
Nice museum submission too.

I finally made it to Herograves. As much as it pains me to see yet another wooden fortress, I felt chills as I stepped inside. It certainly wasn't the cold, either. On a bridge crossing the river that runs through the fort, two humans clad in blue metal were sparring with weapons of a similar make. They moved faster than even my elven eyes could process, every move a blur and it felt that I was hearing the clashing of their weapons three strikes too late. I approached them and made my presence known, and they both stopped mid-stroke, frozen in place and slowly turned to face me. They hadn't said a word, so I tried asking them about their strange weapons and armor. No response. Sweating, hoping not to make a fool of myself, or worse, I pointed out that one of the humans had two such swords and offered to buy it off of him with the collection of gemstones and jewlery I picked from the ruins of Relicward. At the mention of that fortress, an elf dressed in similar armament stomped up to me as the other two broke their pose. The trio stared at me with a cold, unfeeling glare. As detached as they seemed, they must've thought my naiveté was amusing. "Who is this bumbling fool? Doesn't he know who we are? What we've done? The amount of blood we've spilled with the very weapon he offers to buy?" Something like that, I'm sure. Not a word was spoken between these three blue knights, but I had enough wit to tell that they'd prefer I left.


Was this Herograves or the Shelter of Adventurers? The description makes it sound like this was the Shelter, the two sites are quite close on the map.

320
I already sent a PM yesterday, no response yet.

321
I tried that once in an alternate reality and it was a mess, I think that was how we found out Treatyseed was affected by the blight in the first place. Not only will reclaiming cause a massacre under the dwarves living in Treatyseed, but for some reason dozens of dwarves migrated into the fortress from other sites within the few days I played it, most of them were torn to shreds in seconds. I don't know how a party of seven inexperienced dwarves could have any hope of fixing that, without making everything worse.
CHALLENGE ACCEPTED!

...Ahem. If no one else tries by the time of my turn (and if the save doesn't turn into a raging dumpster fire by that time), I'll give it a shot.

But seriously, leaving it as it is is worse. A lot of the murdering is happening in the underground maze of that (by now) cursed fortress. Every new adventurer/possessed creature just loading the site is going to start another round of killing, possibly increasing the skills of blighted present super-dwarves who get better with each killing.

Now that I think about it, I'll have to probably leave everyone on the surface and seal off everything even after I clean everything up, because there'll always be the chance of someone blighted being called to the capital since it's not just the capital, but Evost Dèg, a major religion's Holy City.

You might have the best chance if you reclaim the site using the other dwarven civ, Nomal Alis.
Also immediately destroy the tavern, raze the temple to the ground and remove any other room and guild hall assignments that may exist.
I have some hope that changing ownership to Nomal Alis will stop the site from attracting Adilatir nobility and citizens, it should not have the same attractiveness to Nomal Alis.

I hope Adilatir will not see that as a declaration of war though..  :)

322
Is anyone going to take the challenge of reclaiming Ilrallenod in fortress mode and cleaning it up?

I tried that once in an alternate reality and it was a mess, I think that was how we found out Treatyseed was affected by the blight in the first place. Not only will reclaiming cause a massacre under the dwarves living in Treatyseed, but for some reason dozens of dwarves migrated into the fortress from other sites within the few days I played it, most of them were torn to shreds in seconds. I don't know how a party of seven inexperienced dwarves could have any hope of fixing that, without making everything worse.

323
Does Moldath even need fixing? The rot is an essential part of the (rather amazing) legend of the blind sadist. He would simply not be the same without it.
Also, healing characters with dfhack would seem to go a bit against the spirit of the game. 
 
I laughed at the "463 days prison sentence" in that screenshot. If the sherrif only knew half of what Moldath had been up to.

324
I've finally updated the map with Bluarianknights fortress, and made some other updates.

That makes it Tonnot's turn.

325
That's an unlucky adventure. Thralls and ghouls can be very though if you encounter them early. 


I'm planning to get Bomrek (my necro experiment adventurer), Kikrost and Rovod to Iroram, play the week, then seal them in their own rooms before I retire. Well, if they survive me playing the fort the week.



Does sealing someone in their room do anything? reloading and reclaiming works differently from normal save games if I'm not mistaken. Aren't creature locations randomized in those situations?

326
General Discussion / Re: Maybe the WWIII thread (soon) (Ukraine)
« on: March 11, 2022, 04:28:34 pm »
Russia bringing in biochem weapon suits.

Is it for propaganda purposes, or a prelude to using biochem WMDs?

My guess would be that their accusations about chemical weapons and the current theatre are mainly a justification for the war, nothing justifies a war like making up a story and screaming "but they have chemical weapons!"
happened in the second gulf war too when the Americans were falsely claiming Iraq was producing chemical weapons.

Of course Russia is expecting us to forget that they happily used chemical agents and nuclear agents in the recent past (novichok and polonium) to poison defectors and innocent bystanders. They likely have significant quantities of that stuff stored for use.

327
General Discussion / Re: Maybe the WWIII thread (soon) (Ukraine)
« on: March 11, 2022, 10:56:54 am »
It's not a proper crisis until you run out of toilet paper:

https://www.euronews.com/green/2022/03/10/toilet-paper-shortages-could-be-the-next-side-effect-of-the-energy-crisis

Here we go again.

328
I see you actually beat back the hordes of bandits at swordgleamed as well? Impressive.

I have a lot of information to update..

329
We can still take our former adventurers to new places just to settle while avoiding "real adventures" if in any way possible, right?

I was planning to start with a new adventurer and after it was finished, to get my old ones, whoever I find (un)living to my fort at the center of the world.

That sounds reasonable. I think we even did something like that to Moldath as well because he kept being relocated by the game?

330
It was needed, glad for the clarification of the rules and I appologise for the extra adventures.

No problem  :). I wrote that wall of text then found out that you had already posted a reply to Kesperan. There was probably no real need anymore for the clarification from my side, but my finger was already on the post button, so don't read to much into it.

Anyhow, I'm looking forward to the rest of the story.

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