DF Bug Reports / Stuck-ins
« on: October 29, 2007, 08:14:00 pm »[ October 29, 2007: Message edited by: Cosmonot ]
[ October 29, 2007: Message edited by: Cosmonot ]
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[ October 29, 2007: Message edited by: Cosmonot ]
[ October 29, 2007: Message edited by: Cosmonot ]
The current system is fairly counterintuitive with regards to certain items. For example, leather armor is listed as [MAINBLOCK:20], but as far as I know it actually provides 10 protection, because by default nonmetals have 50% damage/block factor. Additionally, the percentages system requires lots of fiddling with the block values when working with different materials, or worse, creating multiple items that are essentially identical except for block value and material type.
I propose that the [MAINBLOCK:x] tag should be changed to additionally accept [MAINBLOCK:material type:x]. This would allow modders complete control over how effective a piece of armor is when made out of any material. I also propose that the [DAMAGE_PERC:x] and [BLOCK_PERC:x] tags be added to all material types, but default to 100. By default the game would use the [MAINBLOCK:x] value unless it found a tag specifying the value for a given material type.
While I wrote the above using [MAINBLOCK] as an example, you could do the same thing with several other tags. [CRITBOOST:WOOD:0], for example, could be tacked on to existing weapons to use wooden versions as practice weapons.
The recruitment screen is bugged. Typically the visible options are:
A. Invite recruit to join.
B. Ease them in.
H. Tell recruit to leave.
Actually pressing the keys gives you same options as though they'd been eased in for 3 weeks, including the various "get a weapon" options (which the recruits always agree to). However, the "H. is a typo on all screens, because telling the recruit to go home is supposed to be either C. or G.
Past that there doesn't seem to be any more options.
[ August 08, 2006: Message edited by: Cosmonot ]