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Messages - Toady One

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46
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2023, 01:01:39 am »
Didn't have time to proofread this time!  Apologies in advance, things are just that way for the time being.
...
Quote from: Bumrusher

Apparently Rumrusher is "Bumrusher" now. :P

Ha ha ha, see, I really didn't proofread it!  Thanks for the heads up

47
DF General Discussion / Re: Future of the Fortress
« on: January 04, 2023, 02:11:36 pm »
Quote from: kiiranaux
With alchemist removed as a skill, we got the option to use MODSKILL## for defining custom labors. It works fine. However, we can't seem to find a string for the unit type associated with MODSKILL##. So, for example, an elf will show up from off the map and his profession title is "Adept Skill1". Are we all overlooking a string that would let us rename the unittype Skill1?

Yeah, I don't think we had time to do any string support.  This was something put in very quickly to get some kind of skill available in a basic way.

Quote from: Vordak
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435972#msg8435972

1. full list: UNROTTEN, CONTAINS_LYE or POTASHABLE, NOT_WEB, WEB_ONLY, EMPTY, NOT_CONTAIN_BARREL_ITEM, GLASS_MATERIAL, BUILDMAT, FIRE_BUILD_SAFE, MAGMA_BUILD_SAFE, CAN_USE_ARTIFACT, WORTHLESS_STONE_ONLY, ANY_PLANT_MATERIAL, ANY_SILK_MATERIAL, ANY_YARN_MATERIAL, ANY_SOAP_MATERIAL, ANY_LEATHER_MATERIAL, ANY_BONE_MATERIAL, ANY_STRAND_TISSUE, ANY_SHELL_MATERIAL, ANY_WOOD_MATERIAL, (also STONE GEM TOOTH HORN PEARL), USE_BODY_COMPONENT, CAN_USE_LOCATION_RESERVED, NO_EDGE_ALLOWED, HAS_EDGE, ON_GROUND (ha), NOT_ENGRAVED, NOT_IMPROVED, HAS_WRITING_IMPROVEMENT, DOES_NOT_ABSORB, FOOD_STORAGE_CONTAINER, HARD_ITEM_MATERIAL, WOVEN_ITEM, NOT_PRESSED, METAL_ITEM_MATERIAL, IS_SAND_MATERIAL, IS_DIVINE_MATERIAL, IS_CRAFTED_ARTIFACT, NOT_ARTIFACT.+

2. WIELD, ANY_HELD, and the normal category stuff you mentioned (token, type, category).

3. This was a discussion way back at the beginning, having an option to swap between profession and mat/dye colors.  Added the support in to the creature layers, but I don't have the option yet.  Oversight/time issue as launch approached.

4. No, I only did TISSUE_MIN_LENGTH and IF_MIN_CURLY.  I don't think there are bp app mod queries at all.  I just did what I needed.

5. Yeah, it can obviously be made better.  No idea when that will happen.

6. The palette system came later, when the creatures were already done.  It would be ideal to use the same system throughout, but that was not possible with the time we had.

7. I don't think item quality is available.

Now, a lot of changes/additions can be done here, and I understand why a lot of them would be valuable.  This is just what we could do, with the time we had, the way events unfolded (keeping in mind what happened with the art while we were working on this stuff specifically.)  I don't know when we'll get back to it, since we're working through some serious issues now that affect everybody, but I'd expect it there to be extensions as we go.

Quote from: Nopenope
Is open-sourcing parts of the game (especially the ones that relate to the more tedious aspects of it such as rendering, interface, etc.) now in the realm of possibility?

The rendering part specifically has been open source for a long time (though that's current in hiccup land since it was normally packed in with the linux version - DFHack people have a current copy of g_src though.)  The new interface stuff isn't made with an API/lua or anything so it can't be released simply.

Quote from: Fatace
1. With the new additions to the Hidden Fun Stuff (gem spires and all their goodies), Will there be any changes or tweaks to this? While this might seem very hard for new players.. this is.. a oddly easy way to quickly obtain divine artifacts, specially since the baddies that can spawn with in.. tend to be made out of dust or something very weak.

2. With those changes to the Hidden Fun Stuff.. will there be changes to Vaults or anything for adventure mode? (it was possible to open a underworld pillar in adventure mode and cause demons to spawn too).

3. More or less likely when adventure mode is released.. alot of new players will question why we can't mine....lol. Will anything be implemented to let us do this in Adv Mode? Maybe something similar to how DFHack's gui/advfort worked? I would assume it would only allow us to dig on our player-made camps and nowhere else.

4. Without having you spoil to much, will there be any adventure mode bugs/issues that will be fixed for the adv. mode release?

1. Yeah.  These were tweaks to existing stuff pretty much.  If you mean soon, it's not a priority compared to the stuff we're currently facing.

2+3+4. Adventure mode is going to undergo the same process that fort mode went through - it's not just a graphical upgrade.  We fix stuff, adjust stuff, make things more sensible, add whole new chunks, etc.  Of course, making adventure mode really work well has been an ongoing issue, so I don't think we're going to shoot for too too much - completing villains and the army stuff are already aimed at this, and we don't have to do them all at once, and probably shouldn't.  However, I'd be shocked if there weren't little additions here and there ha ha.

Quote from: Shonai_Dweller
Very much looking forward to Adventurer. With this tileset and the awesome soundtrack (maybe more soundtrack? That would be nice) it should be great fun. Having given yourself a "much further away" deadline to get it done, is this the deep dive focus on bringing Adventurer up to the standards of Fortress with side bugs and other issues all addressed along with the interface that we've all been waiting for? Or is that still something that will eventually happen over a long period of time and updates in amongst other update arcs? While none of it is "finished" of course, how "finished" will it feel as a game compared with Fortress when this update is done do you think?

Is the plan to release adventurer, then get back to villains, or release adventurer once villains is done (since it seems to be a large part of future adventurer play).

Also:
You've mentioned that you want DF playable for people without a numeric keypad. Does this extend to removing keypad movement from Adventurer?  Or are you going to keep the keypad controls and also implement other ways of getting about with a mouse like in Caves of Qud?

For what it's worth I wouldn't feel very comfortable playing a roguelike and not being able to use the keypad.

clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8436686#msg8436686
Shonai_Dweller (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8436691#msg8436691
Miuramir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8436772#msg8436772
Shonai_Dweller (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8436795#msg8436795

I think the main issue with getting adventure mode up to a fort standard all at once is kind of what you brought up - doing villains (and the army stuff) was our main plan for years for accomplishing this.  So it just depends if we also want to push those into one giant release, which seems unnecessary.  But we are going to be working on bugs and issues for the first adv release.

I think we're going to try to keep adventure mode entirely keyboard friendly - this would have been nice in fort mode as we're already experiencing ha ha.  Just having keypad/no keypad options for keybindings seems like what people want, in addition to mouse support.

Quote from: TheGoomba98
- Why does the world map tileset have tiles for good+savage and evil+savage areas, but not for neutral savage areas?
- Why doesn't the official sprite for beak dogs show them with the rainbow-colored skin that's still in their raws?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437194#msg8437194
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437468#msg8437468
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437472#msg8437472

The responses covered the beak dog question.  The raws should probably be updated rather than the image, now that we have giant lovebirds.

I think there aren't any neutral savage tile because they were never differentiated in ascii, and the good/evil savage things came in I think as just some extra art that we could choose to use or not, if I recall, though I don't really recall, ha ha.

Quote from: tsallast
What parts of the ear do the BP_APPEARANCE_MODIFIER parameters correspond to? Right now it seems a bit vague and it really could use some clarification.

I think your diagram is basically how I thought about them at the time, if the broadness there is extended the whole ear width uniformly and not just making the tip longer.  So you basically scale the shape in either dimension, rotate it out, and fuse/hang the lobes.

Quote from: Shonai_Dweller
Setting tombs in the new interface seems actually harder than previously (making a 1x1 zone on every coffin) unless you enclose every coffin in its own room and use the multi command.

Is that something that needs more development (to have multi recognise lots of unenclosed coffins as separate burial places) or is your vision of dwarven burial to have each coffin in its own room (and therefore system is working as intended).

(Also because the tombs are zones, when you designate a memorial hall over the graveyard it says it's "overlapping" which I think reduces the value, right? Guess that's not a big deal but I do like to avoid overlapping zones...)

Miuramir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437555#msg8437555

We wanted to add some kind of catacomb zone to cover this, and didn't get there.  It came up quite a bit in pre-launch testing.  I don't think I can easily make multi recognize semi-enclosed spaces well, although I'm assuming there's various existing work on that.

As a side note, overlapping is a huge penalty now, so we're going to want to fix the spots where it feels improper.

Quote from: GOTOTOTOE
will df ever support higher population counts? fortresses typically cap (mostly due to performance reasons) at 200, in worldgen dwarven civilizations typically get in the thousands (with the largest ive seen at 140000) while human typically get into the tens of thousands, with a lot of their population being stacked in town sites, which again, due to performance issues, are unplayable. relative to our world (in the medieval period) though, even the largest human settlements pale in comparison to most small to medium sized historical cities, and player fortresses barely pass as villages, to the point that its easier to think of the various entities as citystates rather than more widespread empires and nations (something which fits the pretty small ingame world size pretty well, and a direction i think df should actually lean into). similiar games like songs of syx usually have their player settlements reach in the thousands, and while i totally understand that this performance cap is due to technological limitations (which the afformentioned game doesn't have), can we expect a raise in site population performance anytime soon? metropolises being larger than irl hamlets and armies being larger than in the dozens would help great for immersion, imo

Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437620#msg8437620
GOTOTOTOE (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8437630#msg8437630
Vivalas: http://www.bay12forums.com/smf/index.php?topic=169696.msg8437658#msg8437658

I don't have much to add to the responses.  It's just hard to make the numbers higher.  The technological limitations are the main and often only problem.

Quote from: squamous
1. I've noticed in the current version, you're no longer able to assign "pet" sapients to a squad. In prior versions you could, for example, mod the game to make dwarves embark with trolls, and then assign those trolls to a squad led by a dwarf and give them weapons and armor and all that. Is the current absence of this feature a bug or intentional? If the latter I understand given that sort of thing will probably get a more nuanced system in the future but a lot of mods used it, so if its gone for good it'd be good to know.

2. For awhile now cannibalism has been completely impossible even if the civ has ethics that allow for it. Are there any plans to change that in the near future?

1. I didn't intentionally make a change from the old behavior.  I'm not sure but it might be because I was wary of having militia captains being appointed and it was more noticeable in the new interface.  I'm not sure.

2. Ha ha, I'm not sure - generally the near future has much larger issues.  But it's reasonable for things to line up, at least to some extent, where whole new mechanics aren't required.

Quote from: jipehog
How did the stress feedback shape up? Any insights about mechanics involved

I must have written this up somewhere, but you can see that the system is completely different now.  There's the happy faces at the top, which are the current stress level, and then that impacts the long-term stress level, which can currently only be seen with the haggard etc. adjective.  And yellow faces etc. can never become harrowed etc., only red ones.  And I think red ones go through the long term stages faster.  Like a red one will hit level 1 long-term stress much faster than a yellow, and a yellow caps there while a red one goes on to level 2 then level 3.  We adjusted tantrum/etc. frequency a bit too I think.  And also rebalanced a some thoughts/memories I think.  With a lot of people playing now, I think we should have some good feedback, but I haven't gotten a chance to go through it.

Quote from: Shonai_Dweller
Wiki states Advanced worldgen setting BEAST_END_YEAR checks for dead Megabeasts and Titans. Is it just Megabeasts and Titans? Or do semi-megabeasts and forgotten beasts count? And is every Megabeast and Titan a historical figure? Or are there pools of abstract "Megabeast pops" somewhere?
I ask because my settings are to end at 50% with checks starting in the year 250, but I've just generated a 1000 year old world in which (according to Legends Mode historical figures list) 35 of 36 Megabeasts and 13 of 18 Titans are dead. So just wanted to check exactly what it's checking for before sending a bug report.

It checks the percentage of the initial starting population versus the size of the hf_mega vector...  that should just be living megabeasts and titans.  The only way what you're seeing is not a bug is if most of those megabeasts were children not original (I think, maybe.)  Like if initial pop were 9 megas and 18 titans, then 14 of 27 remaining is still above 50%.  But I'm assuming you started with more than 9 megas.

Quote
Quote from: thvaz
How close are we to an Adventure Mode release?

I'm really missing it.
Quote from: Inarius
Do you have any timeline/objective in regard of Aventure mode release ? I suppose it will be much faster than doing Fortress, but some things also have to be reworked, so maybe it will be longer than one can expect.

Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8439445#msg8439445

Yeah, it's not going to be fast.  There are a lot of menus and options there.  When you sit down to enumerate them, which we've done now, it ends up being quite a list, even just the stuff that needs to be minimally converted.  Having a lot of existing art for them is useful, but there's just a lot to do.

Quote from: kiiranaux
Species descriptions - "fond of drink and industry" - were previously an iconic feature of looking at units in dwarf fortress. Now they are buried four clicks down in the health menu. Instead, the first click of a unit gets in your face with a personality description, even for non-sentient creatures like frogs and elephants. A couple streamers have already made light-hearted fun of this.

Is there any hope of getting the species descriptions back onto the overview? And what about nerfing the extremely-humanoid personalities of anything that doesn't have CAN_SPEAK?

FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8439751#msg8439751

The species description is literally the same for every dwarf, so I don't think it should take up a lot of important initial space.  That space runs out very very quickly.  And it was also reasonably buried under quite a few key presses in the older versions.  For procedural creatures especially I think it's more important than where it's currently placed though.

The personality stuff is somewhat ridiculous, especially the weirder top traits.  The thoughts mostly haven't bothered me so much.

Quote from: voliol
How does the near future look in the terms of improved modding support, versus squashing bugs and optimization? Some "missing" features such as not having SELECT/CUT for all object types means mods have to be written with workarounds/disallow usage with other mods. So I am wondering if it's worth waiting for 50.05 or .06 where that won't be needed, or if it's better (as a modder) to research the workarounds because it will be a while.

Putnam and I haven't gotten a chance to set anything up yet - they start in January.  So it's just too early to say.  For me it's certainly going to be a learning curve figuring out how it all works, whatever technical systems we end up using.

Quote from: Eric Blank
Did you have a merry christmas?

Will adventure and arena mode be coming out at the same time? I feel its probable since taking control of units requires the adventure interface, but want to know whats planned.

Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8440486#msg8440486

Yeah, I had a good holiday break.

We're going to do the non-adventure part of arena mode first, and then you'll get adv style control again once adventure mode comes out.

Quote from: A_Curious_Cat
Lutefisk?

Yes.  I ate three.  No fish taste this year, which I think is good.  (and I tasted the pepper, so not a covid symptom.)

Quote from: DeadlyLintRoller
Any thoughts on updating the encoding used for the text in raws? -- I'm having some trouble with this myself at the moment.  What about the Raws format itself? Besides updating the files themselves, how big of a lift would it be to move to something like XML or JSON?

It's a huge process to switch.  There's just a lot there, and it would all have to be reprocessed.

Quote from: Claije
Will modders be getting a way to edit dwarf image layers for the steam version without the inherent graphic incompatibilities of redoing the entire dwarf? is a SELECT_* tag a viable addition for this to allow more mod compatibility when editing or adding graphics?

What determines if an image used in game uses palettes for material color or not? Will modders have a way to set their graphics as palette colored? I haven't been able to figure out how to palette cheese.

Will dwarf layers be able to show material colors and dye colors, is there a particular reason that the layers were made for each of the vanilla materials instead of being a single palette colored layer? A group of modders I'm talking to have not been able to manage visible dye conditions outside of item tiles.

PetMudstone: http://www.bay12forums.com/smf/index.php?topic=169696.msg8442248#msg8442248

If something along the lines of the creature variations stuff where you can move around and insert etc. would be useful, that's certainly doable, and doable everywhere eventually, though it becomes a larger project.  I understand the current system is quite clunky.

Palette availability is determined by whether we got to them or not, really.  They were a later addition, and didn't make it everywhere where they didn't already exist, which includes all the creature stuff.  Palettes didn't exist at the time, so dwarf layers don't refer to them.

Quote
Quote from: Shonai_Dweller
Are there plans to be able to save the difficulty settings at some point? It's a little frustrating to have the custom settings reset at the start of every game.

Also is there any way currently to make the embark box that shows the list of neighbours longer? It's already cutting off Towers a lot of the time in vanilla and really doesn't work at all in mods with multiple additional civs.
Quote from: Randomizer
Do you plan on upgrading embark screen or the site finder in the near future?

I agree the embark box should show neighbors at a longer distance. Is it also possible to put all possible races in the site finder where you can check yes, no, friendly, or hostile for each one?

I didn't have specific plans for these, aside from I'm sure some notes generally touching upon those overall features that I didn't get to.  It's all reasonable of course.  Adjusting the site finder in that way might be more difficult because it would need to calculate distances/etc. for every tile or civ or whatever, and that's probably pretty hefty.

48
DF General Discussion / Re: Future of the Fortress
« on: January 04, 2023, 02:11:16 pm »
Didn't have time to proofread this time!  Apologies in advance, things are just that way for the time being.

Quote from: Mr Crabman
Don't specifically have one? Does that mean it's possible, but just weird and clunky? Something like:

[DESCRIPTION:First line of a description]
[DESCRIPTION:]
[DESCRIPTION:Second line of a description, after a paragraph break]

Would be somewhat awkward, but workable for when a mod needs a description of a moderate size that's still readable (or a changelog; I can't remember ever seeing a changelog that would fit in one line/paragraph comfortably).

DESCRIPTION currently overwrites the previous string, so I don't think this works.  The changelog thing is steam's format, a single string.  I'm not sure what they generally use for formatting there, escape characters or some syntax, no idea.  We can work to support it at some point.

Quote
Quote from: A_Curious_Cat
Also, is there any chance that feather tree eggs will get eggshells (and thus be collectible) before the release?

(Also, I’ll note that bug tracker seems to have been completely wiped clean.  Is there any reason for that?)
Quote from: Silverwing235
What would be an acceptable alternate method of bug reporting for those who cannot, or simply no longer wish to, use Mantis? Emails with [BUG] in subject line, Discord DMs, or something else? (Besides the report forms on Mantis being a shade over-complex IMHO IIRC, this humble Firefox user is having profound difficulties coming to terms with the idea that they may simply have neglected to store their password in this one case, you see.)

Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431602#msg8431602
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431622#msg8431622
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431808#msg8431808

Doorkeeper is correct about the eggs.  We were mostly locked down by October 26 - it's just not possible anymore to do quick little changes right before a release, though the term won't be as lengthy now.

The new system doesn't involve creating accounts as I understand it.  The number of accounts we have available is limited, so the current email method linked below is what we have.

https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2

Quote from: Rumrusher
the one thing about the villains arc stuff is I hope you can play into the villains that join the fort than having to treat them like a pest... like are the villains that move to your fort still count as a citizen when they are the last citizen? I wonder if this might ruin villain hermit fort runs?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431683#msg8431683
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431685#msg8431685

I think we're generally planning not to end forts.  Like, full wereforts and such still work if I recollect.  We also wanted to continue forts after, say, goblin conquest if the conquest isn't 100% lethal (which isn't a thing currently obviously.)  That said, if your hermit has a rich inner life and is also running a place where visitors come, they are sorta putting themselves at risk a bit, and we'll see what situations we have to handle.

Quote from: Octopusfluff
now that the game is out, i can see that there's some stuff in the vanilla definitions that would allow a degree of changes, but it requires me to change my question:
will we gain the ability to add mods to existing save files?

this has become a serious obstacle with mods that aim to improve accessibility by adjusting icons in the ui, or for my use case, replacing audio elements that are highly disruptive (like that horrific REEEE REEE REEEE bird noise in grasslands which is absolutely deleterious to some of us)

making a new save file every time we discover an experiential issue that someone solved with a mod is problematic.

Graphics stuff can already be adjusted w/out worries about saves I think?  I was doing it during development all the time anyway.

Sound just isn't that moddable yet, the format there isn't really complete.  It doesn't know how to use non-vanilla files, doesn't have a place to put them.  I wanted to get something in there so that saves could be a little bit compatible with more support later, by having any objects at all to work with.

Quote from: Criperum
Questions about prostetics reminded me about one thing: exoskeleton or power armor. What about them? In magic/myth future context of course.

I think there might be a power goal for this.  We've vaguely thought about it anyway, in a few DF contexts.  Any magic armor that imparts attribute/skill improvements in any setting is some kind of power armor?  Not sure where the lines are drawn here.

Quote from: WereDragon
On animal people armor
Would it be possible to have one piece of each armor type (one mail one breastplate, one left and right high boot etc) drawn out for each animal person and palatte swapped on demand rather than say one different armor graphic for each piece. Specifically can the graphics system handle palette swapping the gear itself, or would you need to premake the gear and apply the pallete swap manually to each piece of gear, then feed it to the graphic system.
Asking both in desire for custom mod armor/clothing without insane work, and for how your system could handle something like that for “middeground” you spoke of in reference to a similar question.

It isn't currently possible to palettize equipment materials.  We did the clothing/armor way before the palette system existed, and we need to loop back around to support things like this.

Quote from: Su
asking on the eve of release, but assuming you're reading this a good week or so after: were there any last minute mission-critical bugs you had to drop everything to fix, or has it been relatively smooth sailing?

Before the release, it was mostly good up until the end, though we had some crashes and such that weren't reproducing etc., or that were rare enough but we couldn't figure out.  Right after launch, the crashes of course amplified a bit but it also meant that could be fixed quickly, mostly.  We're also handling what's hopefully the last of the save corruption now.

Quote from: gutless_jim
will there be any way to import my current Fortress into the Premium version and be able to see it with graphics?

Paaaad: http://www.bay12forums.com/smf/index.php?topic=169696.msg8432272#msg8432272

Nope, it was just too much to do.

Quote from: Vanzetti
I've seen that the plan for boats is for them to be able to turn 90 degrees. Does this include turning around X or Y axis (that is, turning a wall into a floor and/or capsizing)?

The tricky part here is mainly the floors - the thin floors, and the thin floors on top of wall blocks.  Neither of those are really supported if you rotate, without adding completely new types of tiles that the game doesn't understand at all yet.  Doesn't mean it's impossible, just complicated and potentially not worth it.

Quote from: hirsute_offender
will you make NFTs for people that donated back in the day? that would be really sweet

DG: http://www.bay12forums.com/smf/index.php?topic=169696.msg8432517#msg8432517
hirsute_offender (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8432534#msg8432534
DG: http://www.bay12forums.com/smf/index.php?topic=169696.msg8432540#msg8432540

Not something I'm interested in.  I don't support them, but this is not the place for what is already a much-had discussion.

Quote
Quote from: Shonai_Dweller
Couple of Worldgen questions:

MINERAL_SCARCITY in Advanced Worldgen parameters for every type of world changed from 2500 (sparse) to 100 (everywhere) in 50.01.
Was this simply to increase minerals in worlds, or did the balance change somewhere requiring a value of 100 to produce the same kind of result as 2500 in the previous version?

Titan and Werebeast Triggers changed from exact numbers to a 1-5 scale. Can we still adjust Worldgen.txt to use exact figures, or will these be ignored now?

Also:
Would it be possible to have an option to turn off the DFhack style prospector thing from the embark screen in the future? I get that some people are quite vocal about demanding to know exactly where the iron, gold and copper are, but it's kind of destroyed one of the fun things about fortress mode for me, which was adapting to what we discover upon Striking the Earth. Into the unknown...but actually not.
Quote from: Shonai_Dweller
How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?

Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433017#msg8433017
Shonai_Dweller (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8433020#msg8433020
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433048#msg8433048
Shonai_Dweller (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8433213#msg8433213

Putnam handled the difficulty/trigger questions.

There's been some reworking of equations generally, but mainly, yeah, this was to increase the occurrence of minerals in default play.  Of course, we improved the site finder after this so it might not have been as necessary in retrospect.  But I think people will normally want a fort that works and has lots of stuff.  The world trade system is really necessary before we start grappling with scarcity in any serious way, probably.

An option to just show 'metals' again isn't a huge technical problem of course, but as people pointed out leading to the current change, it was almost worthless.  It basically meant gold and never iron, for example, as I recollect.  Part of the rework was to add some deeper sedimentary layers (presumably ones that have moved about, though we don't really understand DF strata etc.) which alleviates this somewhat, but originally it was less of adapting to the unknown and more "there's no iron again".  As I understand it.

Quote from: Shonai_Dweller
What's the thinking behind removing Civilian Alerts?
Is it due to some plans that you have for later improved sieges? Or a feature that you just haven't finished implementing yet?

I think most players (actual players, not folk struggling to get started) set up a civilian alert. Are our plant gatherers and hunters just supposed to die unless we indulge in horrible micromanagement of manual burrows?

Or is there a missing "get to the tavern" general button somewhere that we've all missed?

We're going to get something back there, or to something equivalent, likely before the army stuff or any of that.  If I recollect, it was interfering with the new military tab, trying to keep it workable, and I just had to get something finished.

Quote
Quote from: Kadzar
What's the current priority for adding things like maps/exports for Legends mode to the Steam/itch.io release?
Quote from: Stained_Class
Will Legends exports like the xml dump, the maps .bmp exports and other infos on the world like the world gen file, be back in a future version of the Premium game?

It's up there with other stuff that used to be in the game but is missing.  All important to do, and I'd expect all of it back before adventure mode is fully updated because they are all pretty straightforward, but there might be exceptions here and there if the wrinkles get nasty.

Quote from: noirscape
What's the current state of the native Linux port for v0.50? Steam doesn't appear to support it, but performance with Proton is apparently good. Are there any plans to port v0.50 natively to Linux for Premium? Will Classic still get a native port going forward?

This is the idea, yeah.  The old code is there but it's not fit to sell - have to deal with the symlink situation or whatever issues various maintainers and etc. were troubled by, and I'm not qualified for that.  Have to discuss it with Putnam, see where it goes, etc.  But our plan is to get to native support for some flavor at least, however that usually ends up working for closed source steam stuff etc.

Quote from: Urist McSadist
1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?
2.Will we ever get multiple economic systems rather than strict capitalism or communism?
3.What improvements can we expect from the premium adv mode release?
4.Currently the game doesn't warn you about being close to necromancer towers. Can we expect this to change in the near future?

Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433121#msg8433121
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433168#msg8433168
Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433262#msg8433262
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433380#msg8433380
Urist McSadist (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8433714#msg8433714

1. It's possible to have options I suppose, but I don't want ASCII generally to show up in the graphical release without opt-in.  It would be more confusing.
2. I'm not sure we have strict versions of either system you mentioned currently, but there'll be more variety with the entity rewrite and the economic stuff afterward.
3. The only stuff to definitely expect are graphics, better menus, mouse support, etc., as with the fort release.  The rest is less expectable and more just stuff that will happen.  I'm not sure if there are clear standouts like the labor system for improvement, since the whole thing is kind of a weird bird.
4. Multiple people have mentioned it.  There are still more serious issues, but it's a reasonable request.

Quote from: LuuBluum
I've noticed in the caverns that there are these small clusters of various colored diamonds and rubies/sapphires in a chunk of obsidian, but I can find nothing that causes this behavior in the raws. Is this intentional?

TheFlame52: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433201#msg8433201
LuuBluum (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8433235#msg8433235
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433255#msg8433255
LuuBluum (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8433259#msg8433259

Quote from: RedBanditDzhugashvili
I enjoy exploring Legends Mode and I often notice that people often have hundreds of relationships that only last 2-10 years or so, and never just settle down with one person that is a good match for them and who they "love" until they die. It's kind of depressing honestly. I think it would make for better storytelling to have more serious or long lasting relationships, eg. two people have been married for 50 years and one of them is killed/kidnapped by a monster or something, and the other gives up their comfy life in the hamlet to go search for/avenge them. It's just more dramatic. So, is there any plan to make relationships or marriages longer lasting/permanent (given the right circumstances)? I also think displaying the reason for break ups/divorces would be good as well.

Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433396#msg8433396

Yeah, if that's all you're seeing, it's surprising.  There are supposed to be a range of personalities and some support long durations.

Quote from: TinFoilTopHat
I know that fees and taxes and whatnot probably take a sizable chunk out of your sales revenue, but it looks like you just made a boatload of cash. Any fun plans for the money? DF-related or not.

Miuramir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8436149#msg8436149

Ha ha, it's still too early.  I mean, I got better health insurance!  This is something.  And now we're squaring away the game.  Having people come on gobbles stuff up pretty rapidly, and DF only has one launch in all these years to go, so we need to be careful.

Quote from: kiiranaux
The CUT and SELECT tags you introduced for us are great. However, a couple of these tags are not currently included in the base game, but apply to raw-moddable files. The raw files lacking appropriate CUT or SELECT tags are:

    body folder (all files) :  b_detail_plan_default, body_default, body_rcp, tissue_template_default
    creature folder: c_variation_default
    materials folder: material_template
    and the following one which i'm personally less concerned about:
    building folder: building (only applies to the two vanilla custom buildings, screw press + soaper, anyway)

Why this matters:

    If i want to make changes to, say, the c_variation_default file, I can't currently do that, and furthermore its in the same folder with all the creature files and have to ask my players to instead unload the entire Vanilla Creature Objects folder, with all its creatures.

Are there any plans to introduce appropriate CUT and SELECT tags for these raw files?

I just added it for the ones that could easily support, where it could be done quickly as the release approached, since they already had certain data structures/code blocks in place.  It's certainly reasonable to get the functionality in everywhere and I understand why it would be useful.

Quote from: Fi
Regarding a particular game mode, out of sheer curiosity since I personally don't know much about Dwarf Fortress's development, why is Adventure Mode always at the bottom of the barrel when it comes to updates in comparison to Fortress Mode, Legends Mode, and possibly Arena Mode?

Even before Dwarf Fortress's very successful release on both itch.io and Steam, congratulations by the way—got me a copy on Steam as soon as it became available, Adventure Mode was always last to receive the amount of attention Fortress Mode receives and now it's yet again last to receive updates and implementation into the premium version of Dwarf Fortress.

It's my favorite game mode, so I can't help but wonder, but thanks for all that you and your brother do. I'm very much looking forward to Dwarf Fortress's bright future now that its premium variant has been released.

Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433650#msg8433650
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433762#msg8433762
thvaz: http://www.bay12forums.com/smf/index.php?topic=169696.msg8433780#msg8433780
Vivalas: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435500#msg8435500

I think the responses here more or less cover it - if you cast your view a little further back, it's simply not the case.  It is the case the adventure mode is rougher, and I think that's because it's simply harder to write a procedural RPG than it is to write a procedural settlement manager and get up to territory where it feels acceptable, at least in the situation we have here, where we're not willing to use most of the RPG tropes/practices/etc. that would make things easier (like hitpoints, or scaling equipment drop tables, or etc etc).  But there's a lot planned for adventure mode and we work on it quite a bit.

Quote from: Shonai_Dweller
I'm seeing some changes in worldgen between 47.05 and 50.02 in my modded world. Mostly that my one incredibly aggressive expansionist city building civ is not expanding (as you'd expect them to do in 90% of worlds generated in previous version) and they are content to found a couple of sites then build tombs until they go extinct. Same raws, same worldgen settings, no errors in copying stuff across as far as I can see. Just...different.

What kind of adjustments were made to worldgen balance this time that might affect the rate at which civs spread out? Maybe some necromancer nerfs or something?

--edit
After some fiddling about I found that adding Indoor/outdoor_farming gets them working again. I assume this is additions/fixes to the economy working behind the scenes. So generally is anything else interesting going on behind the scene during worldgen?

I don't remember a change here with farming, but it's possible some bug or other was squashed that changed the balance of things.  The main thing I remember changing is just that book writing slowdown that Putnam found, and the ui of course.

Quote
Quote from: Immortal-D
Can you elaborate on what Putnam will be doing over the coming months? - Do you have plans to hire additional help in the near future? - Have you been receiving feedback about QoL changes to the UI? (tomb zones, report history, etc.)
Quote from: Manveru Taurënér
I assume this might very well be clarified soon enough anyway by either Putnam, Tarn or Kitfox, but I'm curious if there's a specific focus that Putnam is currently set to have?

I might be wrong but I'd assume Toady will want to keep the big picture, foundational feature coding of the game to himself still.

There are no plans for additional programmers currently.  Lots of feedback coming in.  So far we've gone through some version control stuff, and also squashed a save corruption after a few long sessions messing around with it (I was mainly backseat driving through DF oddities while Putnam used a debugger and tested saved etc.)  Putnam also fixed some other issues here and there, and that seems like what it'll be like.  I think I'll be doing the arena changes at some point and we'll get them merged in.  It's possible the save corruption stuff will be patched in sooner, but it's just more difficult to schedule quick patches now that there are so many more moving parts, at least now before everything is settled.

I'm not sure about the larger question of the division of kinds of coding labor yet, it's just too early to know.

Quote from: Su
we saw someone on the kitfox discord say that the reason labor management was changed was because you don't want us to be able to micromanage our dwarves. is this a true sentiment, or were they just salty?

[we quite liked the degree of control we had in the old system, so if it was intentionally removed and WONTFIX'd rather than an unexpected side effect of the new one... well, we'd be a little sad.]

what has collaborating with fans been like? will mike and the others be continuing to provide assets as development continues?

therahedwig: http://www.bay12forums.com/smf/index.php?topic=169696.msg8434192#msg8434192
Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8434251#msg8434251
DG: http://www.bay12forums.com/smf/index.php?topic=169696.msg8434334#msg8434334
jipehog: http://www.bay12forums.com/smf/index.php?topic=169696.msg8434517#msg8434517
Vivalas: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435504#msg8435504
Bumber: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435570#msg8435570
Vivalas: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435649#msg8435649
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435896#msg8435896
Miuramir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8436142#msg8436142

I specifically set up work details so you could micromanage your dwarves, and they aren't necessary for people that like the automated system (aside from some of the default ones), so this seems misplaced.  Obviously there need to be improvements.  They are already in progress.

Having people familiar with the project working on the project has always been great, ever since we started.  There'll definitely be a need for art as we continue, even with the arena stuff I'll be getting into soon, and certainly as we continue on with adventure mode.  A baby aardvark was also drawn recently.

Quote from: SlapFactory
1. I noticed in the steam version that combat and announcement logs are currently limited and temporary compared to previous version. I just wanted to check if  a more comprehensive and permanent log will be brought back into future versions. Rereading what my guys were up to is important for storytelling purposes.

2. Related to storytelling, will we eventually be able to export legends content like before? Viewing it in 3rd party programs was fun but it was the easiest way to export world gen parameters.

3. There seems to be some confusion that the game has been slightly 'simplified' (less granular labor management, inability to select specific ammo, burrows etc) for the sake of reaching a wider audience. I don't believe that was ever mentioned and besides a few specific examples I don't see much evidence of that so I believe that's just a rumor that a handful of people are running with. I'm certain a lot of the examples people site are things currently in the works. Unless I missed it, which I totally could have, it might be nice to have a list of familiar features currently missing that are currently being worked on from the "old" version that will make their way to the steam version versus things that have been actually been simplified if that's the case.

1. Yeah, we just ran out of time.  I was working on it the week before the release but it just wasn't going to be testable.  Now that we're fixing serious bugs and etc., it'll be a bit more time, but it's one of the high priority things to get back.

2. Similar, but it'll be a tad longer than announcements/reports.

3. Ammo/burrows/work details also similar.  Ammo we're going to do with a ranged combat rewrite generally, probably before/at beginning of adventure mode stuff (now that version control is up and there are multiple programmers, I don't think there's going to be a patch drought while adventure mode graphical upgrade is in progress.)

The simplification sentiments for ammos/burrows, to the extent they exist, are also misplaced, as it was for work details, though in a different way since there isn't even a parallel new system for these.  Just didn't get to the ammo system, and the game can function without it for a bit, so it was a reasonable delay.  Alerts obviously are missed a bit, but we've already got the add all buttons in a patch and we'll get to a bit more to reproduce the functionality in whatever way.

Sentiments more along the lines of 'launched without things we like and expect' (depot accessibility is another one, legends exports, finishing keyboard menus, existing ports, etc...  also adventure mode ha ha) are reasonable.  Sentiments like 'altered to appeal to a broader audience' are also obviously true - that was the entire point ha ha.  But that doesn't mean we've 'dumbed it down' or whatever.  That just hasn't happened.

Quote from: Beag
I noticed in the steam version of fortress mode some content changes have been made to make the game more approachable. Will adventure mode receive any content or gameplay changes when it finally releases on steam? And if so, are there any future changes you are able to tell us about at this time?

I imagine the process is going to be roughly the same as it was for fort mode.  When you are updating a huge interface, sometimes it just makes more sense to change a system than to build an interface for it, and there are also lots of general changes that come up that make sense to do while you are in a given spot.  With adventure mode, this is also coupled with the upcoming villains/army stuff - if it makes sense for some of that to come in earlier, because it would save a ton of time, we'll do it.  But we don't want to get sidetracked into doing the whole of all that or it'll take too long, even though those two things together are specifically there in part to make adventure mode more of a full game experience.

Quote from: Shonai_Dweller
I kind of love the way that, in 50.0x, you can click on your cats or even the giant hamster closing in on your fisherdwarves and read that he's "grouchy after being caught in the rain" and other such thoughts. Is that supposed to happen, or is it something you'll be re-concealing later? Same for enemy skills, were they visible before? I forget.

A_Curious_Cat: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435352#msg8435352
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8435387#msg8435387

Yeah, I think it's a little weird sometimes, but it's mostly been funny and doesn't really bother me.  If it's changed, I'd hope for something interesting to compensate.

49
Announcements / The Bay 12 Games Report, January 1st 2023
« on: January 01, 2023, 06:08:10 pm »
The Bay 12 Games Report, January 1st 2023


Mission Status

  Dwarf Fortress is a wild success it seems, but it is all an illusion without you.  By the fact that you have started reading the second sentence of this report, you are more than likely invested in the success of this project.  You could have contributed directly.  You could merely have told a friend, or taught a younger sibling how to play.  None of this could have happened without you.  Be confident in the fact that none of this was possible without the support of the people that helped us out from the beginning and those that helped us along these amazing 20 years, by far the best in my life.

Oh yeah!  There's still time to be special!  Support us directly and you still can make a measurable difference!  We need the coffee money to make it through this last month.  That’s it!  We win... and it’s your fault!

"Congratulations to the generous!" -- ThreeToe


Fun with Numbers

  Thanks to everybody that helped out in December!  The launch went great - we won't have all the specific numbers until mid-February when everything has been processed through Valve and Kitfox, but the game sold almost half a million copies in December, which is awesome.

In January we're going to begin the exciting new era of having more than one programmer on the project!  I don't have any idea how long it will take to ramp things up etc., but this should eventually help with bug fixes, ports, and more.  This at least frees up more of my time for features, and maybe we'll also figure out how to involve multiple people with those as well.

More bug fixes and quality of life stuff are coming, and arena is coming.  Then I'll probably be working on adventure mode while more patches come in, but I don't expect to be able to start on adventure mode this month while we're figuring all of this out and arena mode is still to come.



December:  $15635.07
November:  $14071.27
October:   $15374.72
September: $14679.51
August:    $14555.24
July:      $15238.83
June:      $24529.74
May:        $9664.66
April:     $10053.33
March:     $10183.91
February:  $10297.88
January:   $10382.37

2022:     $164666.53
2021:     $127325.50
2020:     $130801.30
2019:     $109390.95
2018:      $92558.50
2017:      $83491.24
2016:      $89423.38
2015:      $60603.43
2014:      $66765.31
2013:      $48999.11
2012:      $57854.88
2011:      $42294.19
2010:      $54501.15
2009:      $32516.44
2008:      $32318.46
2007:      $19052.28

50
General Discussion / Re: Time Capsule 2022
« on: January 01, 2023, 12:05:21 pm »
Happy new year!

51
DF Announcements / Dwarf Fortress 50.04 Released
« on: December 22, 2022, 12:54:48 pm »
Download (Click refresh on your browser if it doesn't show up)

Here's the first Classic release!  There's a lot left to do, but this version is playable and will give you an idea of where things are at.  Zooming the interface with the mouse wheel is currently disabled because some of the menus don't react well to being small in width.  We'll need to work through those - you can still use the settings to scale it up if you like.  A few other indicators need to come back, and some tiles are working a little oddly (brooks for example).  Also, because of how the graphical release is set up, we're currently stuck with one font size, which will impact some tile sets of course.  We're going to get through all of this (and more keyboard support as well of course).  But I wanted everybody to see what progress has been made and get a chance to try it out.  We should have simultaneous releases from now on, between Steam, itch, and here.

Release notes for 50.04 (December 22, 2022):

Graphics additions/changes
   (*) Can now swap back and forth from Classic tile mode (in video settings.)
   (*) Graphics for some picked outdoor plants.
   (*) Updated engraved walls.
   (*) Added some custom symbols.

Audio additions/changes
   (*) Added a music frequency option in the audio settings (default 3-5 minutes, can be set from 10 minutes to 10 seconds.)
   (*) Made outdoor ambiences alternate between being more active and a few neutral wind ambiences.
   (*) Made the wild ambience use some randomly spaced howls and giant footsteps.
   (*) Updated trade depot ambience.

Other bug fixes/tweaks
   (*) Ability to add/remove all civilians/soldiers from a burrow
   (*) Can advance the game one frame (default key = period)
   (*) Made assigning multiple squad positions continue to position 10 instead of stopping at 9

52
Other Games / Re: Victoria 3 Announced
« on: December 13, 2022, 05:47:24 pm »
(deleted some posts - no need to continue any arguments, please carry on from here)

53
DF General Discussion / Re: Future of the Fortress
« on: December 07, 2022, 07:21:17 pm »
(removed a few posts - please refrain from getting heated in future of the fortress.  comments will just be removed)

54
DF General Discussion / Re: Future of the Fortress
« on: December 02, 2022, 06:04:59 pm »
Quote from: Ghills
What is the state of keyboard control in DF and what plans are there for it going forward?

Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8424321#msg8424321
DG: http://www.bay12forums.com/smf/index.php?topic=169696.msg8424366#msg8424366

Yeah, we have hotkeys for the top level actions, and an optional cursor you can turn on for designations and buildings, and macros work with those things.  Keyboard support for other menus will take time, but we'd like to get to all of them.

Quote from: voliol
Are the vanilla raws split into multiple zipped folders going forwards, or was the "vanilla_buildings" example just an example?

They are in multiple unzipped folders with their own info.txts, all within a "data/vanilla" folder.  All/some of them can be removed from the load order when you create a world.

Quote from: Criperum
I personally think that 30$ is a good price for such awesome game but people in russian community ask about possible region prices.

Kitfox says they'll be following Steam's guidelines on this!  I'm not sure if we have those numbers or if it's all set automatically.

Quote from: Paaaad
In a Watsonian sense, how do you think a DF world gets its first anvil, given how you, in gameplay, need a forge to make an anvil... And you need an anvil to build a forge.

demonbunny3po: http://www.bay12forums.com/smf/index.php?topic=169696.msg8425773#msg8425773
Paaaad (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8425860#msg8425860
Egan_BW: http://www.bay12forums.com/smf/index.php?topic=169696.msg8425863#msg8425863
Schmaven: http://www.bay12forums.com/smf/index.php?topic=169696.msg8425865#msg8425865
Lemunde: http://www.bay12forums.com/smf/index.php?topic=169696.msg8426328#msg8426328
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8426344#msg8426344

Ha ha, I don't have anything to add to the discussion.  We do have gods that made slabs somehow, so there are possibilities even without relying on stone anvils, molds, etc.

Quote from: ☼Obsidian Short Sword☼
This may have been asked before, But how much test coverage does your code have?(2022)

I can't feasibly support anything like expansive unit tests, but I have some things like that scattered around in places that are accident prone.

Quote from: BreadnRoses
How moddable will DF be with workshop support? will people be able to change core features of the game (different farming mechanics, different combat mechanics, new systems, etc) or will it be limited to using modules already in the engine?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8425551#msg8425551

Yeah, it's basically the same as before, with objects etc.  Steam Workshop doesn't provide any extra capabilities on its own, and I haven't been able to create a giant API or anything.

Quote from: voliol
Will you include earnings from the Premium version in the monthly Bay 12 Reports? It's hard to speak for others, but I know I would appreciate the transparency.

Also, if it hasn't been disclosed by this point (the start of December), will DF Classic/ASCII mode be ready at the Premium launch?

I think there may still be Steam rules against certain data releases, so I'm not really sure.  Tanya has been talking about potential sales numbers a bit on Twitter and such, so it seems like we may be able to release some data.  Because of how the wheels turn at Steam internally, we won't have any precise earnings numbers until mid-February, but we should have rough sales numbers very quickly.

As you've probably seen, Classic is shortly after launch now - basically the next thing I'm working on, and there are just a few things to clean up.  I can't predict what's going to happen with sudden issues and etc. after launch, since it'll be a whole new universe, but if things are settled quickly, it shouldn't take very long.  The conversion is mostly done - there are just a few display issues (title screen, world maps, buildings don't print, sky looks weird, a few buttons don't show.)

Quote from: Urist McSadist
1.Will non grazing animals require food before magic?
2.Right now adventure mode is basically unplayable in big cities. Will we get the option to add a population cap to sites?
3.Will gods have personalities after magic?
4.What can we expect the villains to do in our forts once the Villain Update is done?

1. There's nothing particularly pointing in that direction before magic.  We'd probably need smaller portions for the little beasts.
2. It's something we'll be looking at again when we get adventure mode updated.  I'm not sure what the outcome will be - depends on how regular optimizations go.
3. It seems probably that there will be some distinctions drawn for the creation myth generator.
4. The existing w.g. plots beyond the artifact heists include assassinations, embezzlement, sabotage, coups...  so that's the kind of thing I'd expect.  Sabotage of course in the fort setting could lead to all sorts of troublesome behaviors.

Quote from: A_Curious_Cat
Just watched the new video by Kitfox on YouTube, and I’ve got a question.  I’ve noticed that the game doesn’t pause when a smaller screen pops up.  Will it be possible to move these screens around on the screen so they don’t cover up what you don’t want them to cover up?

They are not currently movable!  This seems possible, though you can have various things open at once and overlaps are really not handled well by the engine, so we'd have to make sure they can't cross each other.

Quote from: Mr Crabman
1. Might creatures (particularly forgotten beasts) made of fluid, gas or powder get buffed before the big wait? Seeing as how they're really fragile and a bit underwhelming (despite monsters like this in fantasy often being extra dangerous/hard to kill).

2. Will it be possible for off-site/worldgen combat calculations to be made more accurate at some point? Outside of the "literally viewing the battle with a second camera" thing planned for after the map rewrite, that is.

According to what I've heard from others, basically nothing factors into the outcome but combat skills, size, and the leaders tactical skills (basically none of their special abilities or comparative body material durability matters); and battles are all a sequence of 1v1s, so sheer numbers can't "overwhelm" an opponent, at best being extra dice rolls for one individual to get a lucky strike in.

3. Are animated worldmap tiles in the plans for the post-release graphics enhancements? Stuff like moving water/rivers, those "sparkles" in good aligned forests actually sparkling, "heat haze" for hot biomes, etc.

1. I dunno, there's a lot to do and it's a very specific sort of thing.  But yeah, something does need to happen.

2. Sure it's possible.  Have to be careful about a lot of things so, since we don't have easy access to the unit definitions and we can't use any CPU time on it.

3. We didn't have particular plans for it.  The world map is caught between several different uses and it probably needs a different print mode for each one.

Quote from: Urist McWiddershins
1. Will the world gen rewrite / myth and magic include constellations? Processions of the equinoxes? It would be really cool to have, say, "The Astrological age of the Shoe Cobbler end with the Cavy Pig Apocalypse, for so it was written in the beginning," for example. Also it would give all my astronomers more stuff to do :)

2. Tropics and Sub-Tropics would be very nice to have, rather than the random distribution of deserts and jungles, even if the implementation was "quick and dirty" so to speak. Any plans to include that? And trade winds? Oh I can see how this would affect boats and trade... hmmmmm....

*Since the game already has wind values based on latitude, it looks as though this was already an intended feature, but never fully implemented? I'm not sure if you intend to go the full nine yards and include axial tilt and such.

*edits for clarity

3. A recent combat log indicated that: "A forgotten beast bit off Urist McDwarfbaby's head! The part went flying in an arc!"

Infant mortality being what it is in DF, will there be artwork for dead dwarven infants / infant body parts? Or will changes have to be made now that the game is being published and distributed to a wider audience than before?

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8428324#msg8428324
Urist McWiddershins (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8428404#msg8428404
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8428534#msg8428534
Urist McWiddershins (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8428600#msg8428600

1. We have some of these notions in the knowledge/scholar side of the game already, but they don't mean anything in the game.  We know stars exist from adventure mode.  I'm all for playing around with it, but it's uncertain when these things will advance.  We have notes about conjunctions and other magical happenings and such, and they are somewhat appealing because they are pretty easy to do by themselves.

2. Trade winds etc. haven't been relevant yet so I haven't spent much time on the wind model.  Distribution of deserts and jungles isn't entirely random.  It depends on rain shadows and latitude currently, though the overall rain distribution is randomized at first since the weather model doesn't give us much to work with.  I expect it to be better around the time we get to boats.

3. We haven't drawn living babies yet and are hoping to get to that soon.  I'm not too concerned about this.  They had dead Spark in Ultima 7, and I think we'd be at about that level.  I guess if you're unlucky you could get an intestine drag?  This doesn't bother me at all, but I guess we'll see what happens.

Quote
Quote from: Buttery_Mess
What sort of FPS does the new version run at? Have there been optimisations that make it run faster?

Can you limit the fort's population size from inside the game now, rather than having to do it through the init files?

For that matter, have most of the modifiable values which affect gameplay which were located in the init and d_init files been put into the main game?
Quote from: A_Curious_Cat
On a side note, have you seen this thread?  If so, what do you think of Putnam’s discovery?

It's a bit faster.  Compiler upgrade really helped as usual.

Yeah, you can set almost all of the init/d_init options from inside the game now.  There are some things like additional font support we still have to do in some way or another.

We were somewhat aware of that, if you look back through our comments, regarding pathfinding.  But the 20% going to some kind of cage vs not cage or wtvr definitely has to be investigated.  Fortunately we've been in discussion with Putnam on this kind of thing, and hopefully progress will be made.  I didn't see it there, but I think the typical item temperature etc. stuff also came up.  In any case, yeah, you have to go where the slowdowns actually are, and fix them.

Quote
Quote from: Shonai_Dweller
You mentioned in the interview the other day that the 200 or so animal people don't have the layers info in their graphics RAWS to show clothing, hairstyles and such visually. That's a lot of data, so seems reasonable.

1) Presumably there's no hard-coded restrictions on adding these ourselves in our mods (for those of us who play in worlds where rat people are far more important than elves)? Or will we run into issues with elephant-man helmets?

2) Is this something you consider as needed for releasing Adventurer (since surely no-one ever plays parties consisting entirely of dwarves, elves, humans and goblins)?

Apologies if it's all been answered before. Been in hibernation while this arc gets done.
Quote from: voliol
From my understanding, the creature variation templates will continue to only be for creatures in the upcoming release, instead of being generalized for all sorts of objects. I imagine this is some technical issue, but on which level?
And if it ends up being expanded/replaced by something more general, do you think it could work on graphics tokens as well? Admittedly a bit suggestion-y, but I think it could shorten the graphics files quite a lot using the argument functionality.

1) You should be able to do it, yeah.  It's just a ton of effort and art and such, especially if you want profession-based colors and specific items and all that.  Some middleground would be easier to accomplish.  I'm not sure if a full conversion would also hit a tech barrier - it's just a ton of data.

2) In that vein, we may also attempt a middleground ourselves.  They already have fake clothing but it would be nice at least to see weapons.

Yeah, we haven't generalized creature variations.  It's not so much a tech issue per se as it is a time issue.  It's something I should be able to do, just generalizing the post-load-text-changing stuff, now that all the definitions are just sitting around before they are all finalized.

Yeah, presumably using some kind of template etc. would work for graphics to some extent.  It gets complicated because you need to give the tile pages and positions and those aren't always consistent, and some are larger than 1x1 and some aren't, etc.  But in principle yeah, there's a lot of compression that could be done.  Even within the single dwarf definition I'm assuming.

Quote
Quote from: Mr Crabman
1. Are duplicated raws still a problem, or will mods later in the loading order that use the same ID for an object (eg, a creature) replace/overwrite definitions in previous mods?

2. Is there a way to disable/toggle certain raw files, within a single mod/package from the workshop? For example, after downloading a "More Creatures" mod from the workshop, having some ingame menu that lets you toggle say, amphibians off but keep the mod's birds. Or alternatively, some other solution that allows a single Workshop subscription/page to contain what is technically multiple mods (so that "granular" mods don't have to post a million entries to the workshop).
Quote from: Eric Blank
I had the same concern. Several people specifically asked me to add support for removing certain features from the mod I'm curating, which I did by splitting it into multiple parts as well as the single all-in-one version. With the steam release, will this modularity be possible from a single download now, i.e. uploading multiple object folders in the same steam mod and disabling the ones you don't want?

1. We discussed this re: CUT etc. in your future post.

2. There's nothing like that.  We're open to expanding what the system can handle, especially to overcome non-ideal situations like the one you describe, but there was only so much time we could devote up to this point.

With the changes to loading we made for the SELECT/etc. stuff, where all the mods exist in text space before they are processed, I think it should be easier at least.  I'm optimistic we can get to a good place here, though I'm not sure if we'll need to eat the full scripting pill first or just keep burying ourselves in esoteric syntax.  This causes a bit of inertia since it's not something I have a lot of experience with.

Quote from: LuuBluum
How long has the changelog grown to, presuming that you've managed to keep one this whole time?

Ha ha, I did not!  It just didn't feel feasible this time, and the circumstances were all much stranger, so I set myself free of it.  Changelogs will be kept again after launch.

Quote from: Randomizer
When will the caravans become more selective in the items they are willing to buy as well as the prices they put on items. They would act as real traders other then garbage collectors. They give a list of what they will accept. They may be convinced to take other stuff if it is of high quality and rare however.

How far off is the Improved Mechanics Update? (feasible trap mechanisms, springs, gears, ropes, pullies, piping, conveyer belts, maybe rock crushers, hydraulics?, Pneumatics?, etc.)

Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8429988#msg8429988
Silverwing235: http://www.bay12forums.com/smf/index.php?topic=169696.msg8430096#msg8430096

I assume when we do the economy stuff after the civ update after the magic update we'll see a very different trade system.  I'm not sure what changes we'll make before then, since we just don't have enough information about resources and production.

I think Shonai_Dweller is more or less correct on the timing of the next pass on mechanism-type stuff.

Quote from: SamBucher
The Dwarf Fortress development page mentions "automatons and magical prostheses" as part of Myth&Magic. These features seems innocent on the surface level, but actually raise a lot of question (hopefully not too many to answer):
1. Are the prostheses only for limbs, or will there be ones for every organ?
2. How will prostheses fair in comparison to the original body part?
3. Will there be magical prosthetics that give the user magic powers?
4. Will it be possible to:
4,1. attach a prosthetic in addition to a being's natural body parts? Imagine a craftsdwarf having 4 arms, 2 natural and 2 artificial, increasing work speed.
4,2. replace a healthy body part with a prosthetic one?
4,3. mix and match parts (replace a dwarf's legs with prosthetic arms)?
5. How much of a dwarf's body can be replaced until he is considered an automaton?
6. Will automatons be able to take roles of nobility?
7. Will there be automaton models besides the standard humanoid worker?
8. What will be the upkeep costs of an automaton (I presume they won't need food and alcohol)?
9. Will you be able to have an automaton-exclusive fortress or play as an automaton in adventure mode?
10. Will it be possible for one to achieve immortality not via necromancy, but by replacing aging flesh with machinery/putting one's soul into an automaton body?

Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8430097#msg8430097
SamBucher (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8430106#msg8430106
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8430403#msg8430403

1. Yeah, once magic and metaphysics and such are involved, some additional doors open here, and voliol's correct to bring up the different possibilities based on soul concepts and 'centers' for different functions being randomizable.

2+3+4+5+6+7+8+9+10. Mr Crabman handled all of these!  The only thing I have to add is that we don't know what we're going to get to at first, so I wouldn't expect everything all at once.

Quote from: Elf Lord
You had said in villains part 2 a fort takeover could happen. Could you shed some more light on what this entails? And how the fort behaves afterwords? Does it become some big bad hq afterwords? Will villains use it as a base for future operations?

It isn't particularly planned out!  But it would be pretty frustrating if a villain pulls off a coup and you just lose, since it would be a hidden thing you didn't catch, kind of like if a vampire could simultaneously gobble everybody at once.  So it makes sense to let you carry on in some capacity.  The counterpoint here is that you might not have as many commands and hopefully it wouldn't be too little or too irritating to play.  So we're just exploring the idea now.  And as you suggest, the AI for the villains would have to be expanded significantly, for whatever aspects of the fort you aren't running, and that's another issue.  At the same time, once you have this capability, you could play something like a dwarf gang working down in a human sewer and have it kinda work, which would be pretty funny.

Quote from: rickalbert
Will we be able to visually identify wild plants, or will we still need to mouse over/select them?
Will we be able to see the specific weapons used in a trap?
With the recent balance changes to farming, have you considered making greenhouses from glass roofs/walls?
How do we identify the differences between animals and their savage giant cousins? Do they have different art, or are they larger than a single tile?
Are there any Beasts/Titans that will take up more than one tile, or is that something you're not interested in doing?
What time will the game actually release? Is it a "rolling release" where every timezone gets access at midnight (or some other time) or a global release where everyone gets it at 0000XXT?

Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8430909#msg8430909
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431017#msg8431017

As an update to voliol's reply, which was correct at the time, we'll now have outdoor plant graphics for launch!  We still need to do products, maybe differentiate certain crops (e.g. wheats), and perhaps differentiate between shrubs w/ usable growths and shrubs that are out of season or already picked, but it's much more varied outside now.

Yeah, weapon traps show differences in weapon, but they don't currently reflect multiple weapons.

Ha ha, greenhouses would take a bit of work for the game to understand!  Wikipedia puts them slightly out of date (mid 1400s) as well.

Yeah, giant animals have much inflated tiles, but as Mr Crabman says, it's all visual and not mechanical.  There are lots of problems to overcome in implementing actual multi-tile creatures.

I'm not sure how releases work on Steam!  We have one button that we press, and this 'releases the game' as I understand it.  My assumption is that this would be everywhere at once, but if Steam's internal workings make it function differently, I don't know.

Quote from: Randomizer
What will happen in the new version if you kill off the original dwarf caravan in the first year(drowning chamber)? Prolonged war? Will you ever get another dwarf caravan, perhaps from a different dwarf civilization?

You still can't fight your own civilization.  There are technical issues with that we have to overcome at some point.  Generally, diplomacy and such needs to be improved for it to feel at all proper between your fort and any of the civs.

Quote from: Xen0n
1. I’m very excited about the upcoming changes to the "difficulty" of trading & farming in the Steam release, as “balance / challenge” has always been a big interest of mine. Are there plans down the road to similarly tweak other systems with an eye for balance, e.g. changing how easy it is to feed a fortress via trees / fishing, or certain combat options like cage traps having outsized effectiveness?

2. Similarly, with the eventual “army / siege” update down the line, are there any plans relating to the consistency / relative strength level of goblin sieges? I know it was only a “gamey” stopgap measure at the time, but one aspect I appreciated about the old goblin siege mechanics in the pre-0.4x days was reliably knowing a goblin siege would turn up in the first few years of new forts (if listed as a neighbor), and subsequent sieges would usually be roughly proportional to your fort's wealth / size, regardless of what other things may have been going on in the world.

1. Yeah, we'll see some big changes when we get to the siege stuff for sure.

2. It's still always worked this way, and we've rebalanced the formulas for the launch, but there's the overriding trouble of population.  If the goblins don't have the people, they can't send them, and we're always going to have to work around that going forward.  Really, if you've killed most of the possible goblin invaders, the humans and elves and others should probably be filling the vacuum.  Or something horrible could happen, but I don't want it to be too gamey.  Of course, we never really came to terms with the opening of the underworld and how that should impact all subsequent games and the world generally.  There's a lot to work with I think.

Quote from: dikbutdagrate
So is ORANGE confirmed for being a new color in classic?
I was looking at some of the screenshots you had hosted of the new classic mode recently, when I noticed the color difference.

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431157#msg8431157
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431176#msg8431176

We changed the 16 colors rgb files to make troublesome ones like the dark blue not be so unreadable, especially against the non-black background of Premium.  Those colors will still be available to change.

Quote from: Pillbo
If you were cursed by a witch to live out your days as an animal person, which would you choose?

Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431093#msg8431093

Ha ha, yes, it is very kind of the witch to let me pick.  I'd normally be inclined toward toads and slow lorises and cats, as favorite animals, but perhaps it's more fun to choose something that can fly!

Quote from: Mr Crab
1. Do the new STEAM_TAG and STEAM_KEY_VALUE_TAG tokens accept any string value at all, or are they limited to pre-defined values (and if so, what are they)? Normally I see Steam workshops only using a limited number of tags that mods opt in to, like this for example:

(image w/ some tags, but not lotsa tags)

2. Can mod descriptions be multiple lines? For instance, by putting newlines in the DESCRIPTION or STEAM_DESCRIPTION tags, or by using one tag per line? Same question goes for the changelog.

3. I see that files still have headers, like so (the first line here):

Code: [Select]
item_helm

[OBJECT:ITEM]

Currently this header is required to load the file (it determines the loading order of files and such), and must be unique; is that still the case, or is it vestigial?

4. Can different mods have files with the same name? Like, can another mod use `item_helm.txt` in its own object file at the same time as vanilla is loaded (provided that the object IDs inside the file are unique of course), or will it cause some conflict in processing later down the line?

4b. And if duplicates are allowed, does the header (from question 3) need to be unique between mods?

5. What is STEAM_METADATA used for?

1. Right now they allow anything and stuff just pops up in categories on workshop as far as I know.  Many games seem to stop doing this, ha ha, and perhaps we'll be no different and start processing out most tags before we upload them.  For now, there aren't any restrictions.  This may quickly become unwieldy or otherwise ungood.
2. We don't specifically have a syntax for paragraph breaks.  I do have an internal parser that has them for things like legends mode paragraphs and such, but it also uses [] so I'd need to handle that carefully.
3. It's mostly vestigial - I'm not sure it does anything with that line after it loads it, or if it just skips the first line these days.
4. I don't think this'll cause a problem.
4b. I don't think the header needs to be different.  The top line is pretty much dropped after initial processing.
5. I have no idea!  It's in their docs, and we support it, ha ha ha.

And yeah, since we've been doing questions etc on this since the AMA, I was also thinking this morning about automating a CUT before any new object.  I'm not sure if this introduces problems?  It seems like it definitely solves more problems than it causes anyway.

Quote from: Julius Clonkus
Now that we've got a listen for the soundtrack, I want to preface my question with reassurances that the ambient music tracks are absolutely amazing and I'll probably listen to them when I go to sleep later.
At the same time, The vocal tracks like Drink & Industry and a very clearly upgraded Koganusan have given me goosebumps on a wholly different level. Assuming there are no hidden surprises on the music front for The Release, what are the chances of other vocal tracks such as Tankard Basher and Danger Room, or even more all-new tracks finding their way into future updates?

Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8431372#msg8431372

I'm all for more work in this direction.  Those are Simon's tracks of course, and he worked on the DF versions with Dabu, so it all depends on availability and the success of the launch and all that sort of thing.  I love the new music though and would gladly see more.

And, yeah, hopefully we can officially support streaming music mods as well - there are some tech barriers to overcome there (most of the load time at the beginning of the game is prepping music, and more music is more prep, whenever it happens), but it can definitely be done.

Quote from: Mr Crabman
I'm guessing the answer is yes, but is there a CUT_CREATURE and SELECT_CREATURE equivalent for all OBJECT types, including the graphics-defining stuff and creature variations?

And what happens if one uses a CUT_X tag (or SELECT_X) on an object that wasn't defined yet? For example, if CUT_CREATURE:DWARF, but the user disabled vanilla raws and has no other mod defining DWARF beforehand? Would `SELECT_CREATURE:undefined_creature` just silently not do anything or would it create the thing on the spot?

We have CUT and SELECT for most objects.  But we don't have it for the graphics side yet.

I think CUT/SELECT calls on non-existant objects just quietly fail.  Creating objects by default with SELECT seems kind of dangerous since it would be empty and might not be filled by the calling mod.

55
DF General Discussion / Re: Future of the Fortress
« on: December 02, 2022, 01:56:53 am »
(I'm halfway done but might be an extra day on this understandably ha ha)

56
Announcements / The Bay 12 Games Report, December 1st, 2022
« on: December 01, 2022, 07:07:25 pm »
The Bay 12 Games Report, December 1st, 2022


Mission Status

  Have you ever looked up at the moon and said, "Everything I worked on since I was 5 years old, 42 years ago, is culminating with the press of a button, into a pass/fail judgment of your entire life's work?"  Of course you haven't.  Neither have I.  I keep my emotions under control as stress finds its way into my nightmares and robs my brain of the ability to make good decisions.  So I hope for the whole team's sake that you press that button.

"Congratulations to the generous!" -- ThreeToe


Fun with Numbers

  Thanks to everybody that helped out in November.  Yeaaaah, here we go!  Dwarf Fortress releases on Steam and itch on December 6th.  This should be fun.  Another thank you to all of the people that have gotten us to this point.



November:  $14071.27
October:   $15374.72
September: $14679.51
August:    $14555.24
July:      $15238.83

57
Announcements / The Bay 12 Games Report, November 1st, 2022
« on: November 01, 2022, 06:50:24 pm »
The Bay 12 Games Report, November 1st, 2022


Mission Status

  We all need release.  Release you shall have!  On December 6th comes the object of desire all of you have been waiting for.  This is the point of the release date we have released at long last.  Was it worth it?  You'll know in about a month when you purchase the game you should have wishlisted on Steam by now.  The greater the success the greater the glory to gaming itself.  This will be a moment you will remember as you finally tunnel into the ground and stay there for longer than you probably should.  Not long now!

"Congratulations to the generous!" -- ThreeToe


Fun with Numbers

  Thanks to everybody that helped out!  December 6th!  This year! 
This should be an exciting month as we get the last changes together.  I'm going to try to get Steam Workshop together next.  This involves...  connecting the game to the Internet, which I've not done before.  We'll see how it and I react.  If it goes smoothly, I can also make progress on Classic and Arena as well!



October:   $15374.72
September: $14679.51
August:    $14555.24
July:      $15238.83
June:      $24529.74

58
DF General Discussion / Re: Future of the Fortress
« on: November 01, 2022, 06:42:52 pm »
Quote from: TheFlame52
Why don't hair, nails, and a couple of other tissues that grow back in real life have healing rates? They aren't exactly vital organs, but it sucks losing a dwarf to an infected beard wound that won't heal.

Yeah, it's strange, we wanted to grow them out instead of having the wounds heal.

Quote from: Button
How is the new version's multithreading/multiple CPU core use looking?

Schmaven: http://www.bay12forums.com/smf/index.php?topic=169696.msg8414980#msg8414980
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8415148#msg8415148
*Obsidian Short Sword*: http://www.bay12forums.com/smf/index.php?topic=169696.msg8415501#msg8415501
A_Curious_Cat: http://www.bay12forums.com/smf/index.php?topic=169696.msg8415539#msg8415539
*Obsidian Short Sword*: http://www.bay12forums.com/smf/index.php?topic=169696.msg8415562#msg8415562
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8415640#msg8415640
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8416031#msg8416031

This hasn't changed.  People are right that it has always slowly been easier to add it, at least to certain kinds of routines.  Maybe it will be time someday.  The Steam version does use the SDL version's display thread.

Quote from: Fikilili
Real-Life mythologies, although sometimes chaotic and having varying degrees of consistency depending on the period, have some form of inner-logic. There is a reason for this or that god to be there, or this or that agent of the gods to exist. DF's current handling of the gods is quite ubiquitous at times. Do you plan on actually retooling or entirely reworking the way Myths work so to generate some that are more accurate to the way real mythologies are formed/written?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8415920#msg8415920

Yeah, as voliol says, that's a main focus of the work on the prototype, and the 'myth' part of the Myth/Magic release.  It should be quite a bit better than it is now.

Quote from: BlackAion
Would it be possible in the Myth and Magic expansion to create sky worlds? Like worlds where the continents are floating and the oceans are an endless sea of clouds? Or worlds where you live on the back of a turtle or worlds where it is literally one big giant tree?

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8416730#msg8416730

PatrikLundell is correct here - the map rewrite will enable these kind of things, and floating continents, as well as smaller floating castles and islands and such, are part of the reason we're doing it.  Same goes for turtles and trees, which I think we've mentioned specifically in terms of mining into the turtle ha ha.  But it's another question which'll make the first pass content-wise.  We're too far out to be able to address those specifics.

Quote from: Shepanator
Are there plans to add more gameplay features for forts with 'Mountainhome' status, e.g. ability to direct the overall civilisation, declare wars, expand the civ, etc? Or is there any other 'end-game' type content you have been thinking about?

*Obsidian Short Sword*: http://www.bay12forums.com/smf/index.php?topic=169696.msg8416865#msg8416865
KittyTac: http://www.bay12forums.com/smf/index.php?topic=169696.msg8417522#msg8417522

Upcoming army part should see a bit of this!  Having an expanding barony/kingdom mode comes up in various places in the notes.  Once you have the monarch, ideally you should be able to set diplomatic/settlement policy for the civ, to the extent that it's official.

Quote from: Bloodwarrior
I wonder will the myth and magic update have stuff like people who became saints or siddha and will you be able to become one

There are some references to higher states and such in the existing myth prototype, with a few throwaway lines about how to attain them and such, and combined with the prophet/etc. stuff that already exists, I think we'll see some movement here.

Quote from: Tachytaenius
Was diagonal gaps removing water pressure an intentional feature, and if not, do you feel like you can't change it now?

I can't think of a specific reason.  It's likely faster to only use four directions, but I don't think that was a concern.  And it's weird, since water can flow diagonally.

Quote from: BlackAion
Will the appearance description of any dwarf/human/elf/etc. receive an overhaul as well in preparation for the myth and magic update? The thoughts and preferences of any individual goes in-depth into any particular dwarfs personality but doesnt really describes their build or physique other than saying they are weak or strong. As there been any thoughts in simplifying the personality lore and adding more depth to physique descriptions?

Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8418153#msg8418153
BlackAion (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8418159#msg8418159
MaxTheFox: http://www.bay12forums.com/smf/index.php?topic=169696.msg8418170#msg8418170
BlackAion (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8418296#msg8418296
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8419059#msg8419059

I don't anticipate changes here.  I'm not simplying the personalities, and the examples given for physical changes don't sound like a priority for storytelling.  Things like tattoos and such would probably go in before differences in single muscles.

Quote from: voliol
Will the new raw formatting be released before the game is, so modders get a chance to prepare their mods?

Here's the default building format.  An info.txt file with the following.

Code: [Select]
[ID:vanilla_buildings]
[NUMERIC_VERSION:5001]
[DISPLAYED_VERSION:50.01]
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:5001]
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:50.01]
[AUTHOR:Bay 12 Games]
[NAME:Vanilla Buildings]
[DESCRIPTION:These are the default Dwarf Fortress buildings.]

Then an objects folder that has building_custom.txt as before.  Generally, you just have an info file, and an objects file with the same stuff as you always used.

Zip that up and you are good to go.  Make sure info.txt is at the base level.  "vanilla_" as the leading part of the ID is reserved for vanilla.

There are a few extra tags you can use in info.txt to require and forbid other mod IDs (or the vanilla ones.)  These are:

Code: [Select]
[REQUIRES_ID:<id>]
[REQUIRES_ID_BEFORE_ME:<id>]
[REQUIRES_ID_AFTER_ME:<id>]
[CONFLICTS_WITH_ID:<id>]

When I get the Steam Workshop stuff done, there'll be one or more additional optional tags having to do with identification/etc. but I don't know what they'll be yet.  We haven't done anything with saving/distributing load orders for mod packs or installation/other options, etc etc, but we'll see what's needed as we go.

Graphics of course have a new format.  Those live inside objects in the graphics folder, in graphics_*.txt files, and tile page files, with images in a subfolder.  I can't release the images there, and I wouldn't say the txts are finalized there either, but I can put something up later.

Quote from: LuuBluum
In a similar vein as to the recent (Oct. 22nd) devlog, is it possible to clean up some of the decoration jobs? Right now there's a twofold issue: inability to specify exactly what object to decorate, and inability to avoid "repeat" decorations. The former means you have to set up very specific stockpiles to decorate, say, a very specific statue, and the latter means you can only decorate one thing at a time— if you try to queue up decorating, say, several statues with gemstones, you'll instead just decorate the first one with all the gemstones.

The rest of that devlog made me incredibly excited for the release; thank you so much for your hard work!

The encrusting jobs are generalized now, rather than requiring specific types, but I haven't done anything else yet.  Obviously more can be done, but there won't be time before the release.

Quote from: A_Curious_Cat
On a side note, I saw something about a “vermin catcher’s workshop”.  What’s that about?

clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8421673#msg8421673

Yeah, clinodev has this one - kennel's weren't used for any large animal jobs, so they've now become an awkward giant 5x5 place where ratty things happen.

Quote from: Immortal-D
Are there any plans to revamp or add onto the bug tracker for Steam release?  Or will Steam users also be directed to the catch-all Mantis archive?

We're working on this now.  I'm not sure if we're going to end up migrating the database or to what, but that's the kind of stuff we're looking at.

Quote from: DeKaFu
Bit of an odd question, but I was hoping to add the crayon drawing I received to the wiki as an illustration on a creature page. Could you confirm whether this picture depicts a draltha or a drunian? (I requested a draltha but the colours and body shape threw me off, so now I'm second-guessing and don't want to put it on the wrong page.)

Ha ha ha, sorry, yeah, that looks like a drunian to me.  Total failure on our part.

Quote from: Corthalas
I would like to know more about necromancer experiments: the huge amalgations mentioned in legends Mode, which seem to rampage like (semi)megabeasts. Is it possible to meet them in fortress mode or adventure mode? Would two of the same species be able to breed? I would like to know if they could even break away from their necromancer and join societies.

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8422915#msg8422915
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8423084#msg8423084

Ha ha, the community knows more than me by now about what's up here.  Have they ever been part of a necromancer attack on a fortress?  I've seen lots of the smaller experiements of all kinds in testing.  And the regular humanoid experiments can become playable, but I've never seen that for the amalgamated hulk ones.

Quote from: Pillbo
Creatures use the same color descriptions as wood and stone. Will creatures like dogs and cats also vary in color based on those colors, like furniture and dwarves will?

The furniture uses our new palette system (one 9 color wood palette and one 9 color stone/default palette for each in-game color), while dwarf hair and clothing and skin use broader groups since the artists wanted to have more control.  I suspect when we get to dogs and cats, it might use the latter system, but I'm not sure!  It'd be nice for sure to have coat patterns and colors accurately reflected, especially if we get anywhere with the existing-but-practically-unused animal breed structure.

Quote from: BlueManedHawk
On the old consolidated development page, one of the categories of things to do was called "bloats".  Considering that this is a word that generally has derogatory connotations, why was it selected to describe this category?

Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8423041#msg8423041
BlueManedHawk (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8423320#msg8423320
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8424058#msg8424058

Doorkeeper has the sense right here.  I was certainly playing with the notion of things that aren't strictly necessary and which some people are irritated by, so it's intentionally derogatory, but we still like them, and they often end up having more purpose over time than might initially seem likely.

Quote from: LuuBluum
Similarly to the recent changes to the jeweler's workshop, are there plans to also adjust some of the other generic "do things with thing" tasks so that they can be made more functional? For instance, jobs at a farmer's workshop don't let you specify what to process, milling jobs don't let you specify what to mill, and cooking jobs don't let you specify what ingredients to use (you can broadly say what you want to allow to cook or not cook, but you can't, say, set up a cooking task specifically to cook away all that flour or sugar you keep producing).

Also, similar to the bin changes, have you also considered making a similar change to bags/barrels? Farms in particular are notorious for seed barrels (and to a lesser extent, seed bags) having the same effect as bins.

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8423530#msg8423530

There's a lot that can be done of course.  We haven't added additional job details, and it isn't possible now to do anything super interesting with the release looming, but we're going to continue doing friendly things as we go.

I don't recall now if we got barrels/bags for free when I did the bins.  I can check, and it might be possible to do something there prior to release if it isn't already in.

Quote from: FlorpyDorp
When I first played DF, it was the bin bug that got me close to losing my mind. Especially with farm seeds. Didn’t end up encountering too many other bugs. The bin one took way too much googling back then to figure out. So grateful it’s been purged.

How does it feel to be resolving issues like that which you’ve had in the code for so long? Also, how are you prioritizing which bugs to fix/QoL stuff to add?

Does Kitfox have a stream of people new to the game getting fresh eyes on it to point out things that frustrate? Or is it mostly experienced dorfs giving suggestions, or do you feel you’ve got a good sense of what has needed fixing for awhile and just haven’t had time to do it until now?

Seems like a big priority for this release is making sure the thousands (millions?) of people who are first exposed don’t lose their minds with bugs/complexity right off the bat. Are you nervous about that period/response?

There's a lot of different kinds of work to do all at once, so it's not easy to prioritize.  We have people of various experience levels playing - sometimes a bug is fixed because it bothers the old people and they remind me, sometimes a new person trips over it and it has to go, and sometimes it's just something from the tracker.  It's certainly helped to have an ongoing discussion with feedback, as has happened on and off over the years.

Things are surely a little nervewracking now, but it feels kind of like default nerves?  Like even if everything were perfect, I feel like I'd probably have about this level of nerves.  People aren't complaining terribly and I've fixed a good portion of the issues raised, and all of the really serious ones that have come up, pretty much.  But there's a lot left to do.  I kind of crossed over a hill though when we got zooming back in.  Once you could zoom the play area again, with all the other stuff together, it started to feel releasable and pretty user friendly.

Quote from: dikbutdagrate
Why is (kobold ore) cobaltite represented as a blue ore in game? And why can't we use it for anything?
Just curious about this. Were there plans at one point to make blue glass or blue porcelain a thing?
I always forget when I mine this stuff, that I can't turn it into anything other than blue furniture.

Why do beetles live at the circus?
Lol sorry, no punch-line for this one! I just found a couple of these lil' buddies pokin' around in the slade while taking a stroll in adventure mode. I backpacked a couple of them back to the fortress to make for a neat little bug exhibit for the dwarves, and I couldn't help but wonder what they were doing down there.

Have you ever seen those sheep that live on the Isle of Man?
They're called Manx Loaghtan sheep.

Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8423797#msg8423797
dikbutdagrate (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8424012#msg8424012

I saw one blueish picture and decided to go for it.  This happened with more than one mineral, since it's dull when everything is gray.

Yeah, the restrictions aren't strong on vermin, especially when the fowl are digging them up.

I know San Francisco zoo had some amazing four horned critters, possibly even six horned?  But I don't remember if I saw that specific one.

Quote from: AvolitionBrit
1. Is there anything planned in the future to allow vampires to produce blood in order to transmit vampirism. Currently you can fill a goblet with vampire tainted blood and offer it to an NPC to drink but this method involves you having to wound and collect your own blood or another vampires.

2. Will title inheritance at some point get an overhall so each civ have different title inheritance rules. Currently i believe it looks for the offspring with the best social stats and failing that i believe the title goes randomly. So perhaps one dwarven civilization establishes absolute cognatic primogeniture whilst another decides on ultimogeniture. Additionally would this if implemented could change depending on the dwarf.

3. Will religions be unrestricted in adventure mode, as currently you have to be of that race of the civilization in order to choose one of their religons so if i was a bark scorpion man coming from a dwarven civilisation i cannot choose to worship any gods even of the civilization i am apart of. To further this, apart from assuming identity will you consider enabling the ability in adventure mode to find faith or pray to a god. Could make for an interesting story if an adventurer found faith on their journey or perhaps begun to worship a new god.

1. Nothing specific planned, but offering the vampire curse is part of the villains stuff, and it might need support.

2. That kind of things is on the table for the entity rewrite after the magic stuff.

3. Hmm, that's odd.  People can cross between race-gods in world gen as far as I remember.  But yeah, if there's no mechanism for it in adv mode specifically, there should be.

Quote from: Urist McSadist
1.Will civilizations get evolving ethics?
2.I think it's pretty silly how you can slaughter all your visitors and they still keep coming. Will we get a visitor reputation system in the near future?
3.Will we get the option to surrender to the invading force and become part of their civilization?
4.Will there ever be a personality trait that makes people enjoy seeing death and violence?
5.Right now your military will charge mindlessly into the enemy and jump into moats. Will they get a better ai before magic?
6.Will we ever get sports in our fortresses?

1. I think so, yeah, with the law stuff in the entity rewrite.  Books can already change values a bit.
2. Near future?  I wouldn't count on it!  But it's silly if they don't have a system similar to the migrants, I agree.
3. This is on the table for the army/villains stuff - we had both internal coups and goblin conquest in mind.  There was a note about a tribute wagon coming and having to fill it at your own depot.
4. I dunno.  There's already cruelty and excitement seeking - sometimes it just needs to interpret facets together rather than adding more facets.  But I agree it would be interesting overall to explore more situations/overlaps/etc.
5. It's possible.  I'm not sure to what extent that's jumping into moats vs. desperately dodging when they might have died - the latter is going to stay, though they should probably think harder if the fall is extra lethal.
6. We have competitions in world gen, so it's technically a thing.  It's hard because it's like writing a whole new game if you want to do much with it, moreso than the dancing etc.

Quote from: Mr Crabman
When does the game shows the plural version of body parts? Like "right upper arms" instead of "right upper arm"? Everywhere I've checked, it just seems to either list each individual part one by one, or show the non-plural version and a number beside it.

Or I guess to get to the root of what I really want to know: body tokens accept the value `STP` which just takes the normal name and adds an `s` on the end; STP standing for "standard plural" I believe:

[OBJECT:BODY]
[BODY:NOSE]
   [BP:NOSE:nose:STP]

But I want to know if it also accepts the value `NP`, which stands for "no plural", and is used in other places in the raws. Would it accept NP as intended (making the plural of "nose" also just be "nose"), or would it literally just use the letters "NP" for the plural version of the name?

Right now it looks like it uses the plurals only for body parts with a number greater than 1, like teeth.

So STP is used in 11 places, and NP is only used in 1 place.  That's not very kind!  Next version fixes this.

Quote
Quote from: Pillbo
What were you for Halloween? (Or what would you like to be if you had taken the time to put together a costume?)
Quote from: A_Curious_Cat
Have the two of you ever considered dressing up as a toad and a sloth for Halloween?

Nothing this year!  Not even Jojo, even though she has many outfits.  Things have been hectic and weird.  It would be fun for Zach to dress up as a giant guinea pig though (he is ThreeToe for his pet guinea pig - they have four in the front and three in the back.)

Quote from: Lord_lemonpie
Will succession forts/trading savegames be possible in the initial steam release, or will it take some time for that to be possible?

Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8424214#msg8424214

Yeah, even though we added the new timelines and etc., in the file structure itself there's basically no change here.  In Steam, you can open your local files and add/remove stuff from the save folder like before.

Quote from: Mr Crabman
1. Assuming it's finalized now, how many music tracks are there now?

2. Where are the classic tracks going now, since apparently there is new menu music, and legends mode also has custom music for it?

3. It's been asked before, but... is there any news on what's happening with the intro movie?

1. 15 tracks (mostly ~4 minutes, a 2, several 5+, one is nearly 7 minutes), and 16 interludes that clock more like 1 minute each but one is almost 3.

2. The 7 minute track is a reimagining of the title+main track by Simon and Dabu.

3. Living on in the old versions for now!

59
Announcements / The Bay 12 Games Report, October 1st, 2022
« on: October 01, 2022, 04:26:56 pm »
The Bay 12 Games Report, October 1st, 2022


Mission Status

  Do you smell that?  It's the odor of baking game ready to come out of the oven.  Thing is:  It's got to cool on the pan before we let you eat it.  Someone's got to slap some icing on it.  Someone else has to sprinkle the jimmies.  What on Earth am I talking about?  It's coming soon.

So much is going on right now.  The sprites are cooking.  The soundtrack is epic.  I have a feeling Dwarf Fortress is going to live up to its name, 20 years in the making.  If Steam was counting I would have thousands of hours on this game, and I could still play it all day, defying the need to eat or sleep, sucking down energy drinks until I collapsed.  All this despite the fact I invented it.  This was part of the design.  You have been warned.

"Congratulations to the generous!" -- ThreeToe


Fun with Numbers

  Thanks to everybody that helped out in September!  You all really got us up and over the top, and the reward is coming.  I'm kind of flabbergasted at the amount of new art and sound.  23 ambiences...  did not see this coming.  Anyway, I'm just fixing stuff up now while Zach tests and we get the last buildings and fishes and such drawn.  We don't have a date yet, since holidays are weird and certain stars need to align still, but things are going really well.



September: $14679.51
August:    $14555.24
July:      $15238.83
June:      $24529.74
May:        $9664.66

60
DF General Discussion / Re: Future of the Fortress
« on: October 01, 2022, 04:20:02 pm »
Quote from: WereDragon
What do you mean divine metal in fortress mode? How will we be able to get our hands on it? Will we be able to get different variations?

delphonso: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403485#msg8403485

There's a new way!  You can't work the material yourself but you can get items.

Quote from: ZM5
In regards to the new mod loading system, how will total conversions be handled?

voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403532#msg8403532

Yeah, it hasn't changed since voliol mentioned it.  The player has to pop the vanilla stuff out of the load order - you can set your mod's conflicts to explicitly excluding vanilla stuff so the player won't be able to run it with vanilla stuff in there, which should help.  But there isn't any kind of meta system where it can also set load orders automatically at this time.

Quote from: RockCat
Is Technological progress planned? As in Tech being researched and developed over time, be it by player's request or organically during worldgen.

Currently the world has a stagnant tech level which i don't find fun... or !!FUN!! after all who wouldn't love to show our elven friends some new super fast flying sticks or funny explosion sticks!

Inarius: http://www.bay12forums.com/smf/index.php?topic=169696.msg8404091#msg8404091

Yeah, you can do research in the library currently, but almost none of it matters (it does affect writing types available, maybe something else but maybe not.)  We have to be careful just taking things away from people, because in the end, that's the core aspect of a game-style research system - gating stuff/complexity/etc.  But we're all for being able to play in different technological eras and for having a longer fort be able to branch across eras.  It will just take some care and time.

Quote from: hirsute_offender
Would it be possible to make the transition a little smoother, by making the elements slide from one tile to the next?

BlueManedHawk: http://www.bay12forums.com/smf/index.php?topic=169696.msg8404361#msg8404361

The engine can't handle it currently, and it's something we'd like to explore once we can upgrade to something more practical.  But I think another problem is that people can move very fast, and it might look worse if they slide in that case.  But we'll try at some point.

Quote from: DoorKeeper
Regarding game dir nomenclature: does "raw" originally stand for "Rules As Written"? Or is the folder called raw in the sense that it contains "raw data"?


Also, what are "tokens", "flags" and "tags" in your own words? Are the three terms synonymous w/ each other? They are often used interchangeably by mostly everyone here. I ask b/c when you use the terms in your posts, you appear to use tag and flag interchangeably, but usually use token in a different sense.

From what I understand you would not call AMPHIBIOUS or LARGE_PREDATOR tokens, but call them tags (specifically creature tags). In most definitions, a token is an instance of a type of object, right? So DOG is a token, and CREATURE is the type; DOG would be an instance of CREATURE. Or BLUEBERRY is a token of the object type PLANT, SKIN_TEMPLATE is a token of the object type MATERIAL_TEMPLATE (or the object type TISSUE_TEMPLATE, depending on context). FLUX is a token of REACTION_CLASS, ANGER is a token of PERSONALITY, GLACIER is a token of BIOME, etc. But PHYS_ATT_RANGE wouldn't be called a token b/c it isn't an object itself... I hope I didn't contradict myself.

Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8404473#msg8404473
Silverwing235: http://www.bay12forums.com/smf/index.php?topic=169696.msg8404509#msg8404509
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8404965#msg8404965
Doorkeeper (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8405083#msg8405083

Yeah, I was just thinking of "raw data".

Don't have anything to add to the responses regarding tokens/tags - I just wasn't careful with the words, and don't know the correct terms.  I try, and sometimes fail, to reserve flag for specific bits in objects that indicate some property, like the flag that says whether a creature is a ghost or not.

Quote from: Paaaad
Do you have any idea what the new release number will be? Currently, it's 0.47.05. Are we looking at another 0.4x.00 release, or are we going to be hitting or even exceeding the 0.5x.00 milestone?

I still have to calculate it out according to the old system.  Tentatively 50.  Without the zero in front since Steam may have issues flagging us, and we're certainly not unfinished in the sense of an early access title.

Quote from: Fikilili
1. The fantasy landscape has changed a whole lot ever since DF was released. Do you still see the game as a "generic fantasy simulator" or something that has its own sort of twist on the fantasy genre now?
2. Speaking of fantasy, have you been reading/watching/playing anything fantasy related? If so, does your lectures/watchings/playthroughs give you inspiration for future DF content?
3. Sometimes I look at DF's beastiary and wonder why was this or that animal/fantasy creature was added. What exactly qualifies as a good candidate for a new addition to the game's roster of creatures to you?

1. It's still reasonably generic, but it couldn't avoid developing some of it's own character.  Hopefully the magic release will shake that up somewhat.  I'd be happier to cover more ground.
2. Been watching the new Lotr show, feels like an obligation to watch dwarfy material ha ha.  Read the Southern Reach trilogy and Borne not long ago.  Although another Le Carre and all the O'Brian sailing books relate a little more to planned development.
3. Having a funny picture in our little notebook.  We've been remiss in doing many special attacks or special behaviors.

Quote from: Immortal-D
Are there any plans to revise the list of critters that can be Tamed and War-Trained before Steam?  For example; Grizzly Bear has both, Black Bear has neither.  Dragons can be war-trained, but are born Adult and so never fully Tamed in the first place.

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8406155#msg8406155

Yeah, it's hard to make a lot more sweeping changes, but certainly having a bit more war training availale would be game-worthy at least.  Getting a dragon on nest box is another matter.

Quote
Quote from: BlackAion
Will the Myth and Magic Release have gods of all categories (e.g. Gods of War, Sea, Lust etc.) and with all the respective magics that come with those titles?

Like will the physical manifestation of say a God Of Nature cause various magical creatures to come existence, magical forests to be made, and increase the number of Megabeasts?
Quote from: BlackAion
Thanks for the quick reply but I got to ask, what powers would a God of Love/Lust even have? I am having a hard time figuring out what impacts they would have on the world that is significant but stays PG-13.

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8406155#msg8406155
Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8406419#msg8406419
BlackAion (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8406449#msg8406449
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8406491#msg8406491
BlackAion (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8406559#msg8406559
IndigoFenix: http://www.bay12forums.com/smf/index.php?topic=169696.msg8409078#msg8409078
BlackAion (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8410965#msg841096

I don't know what kind of coverage we'll get at first, since there are a lot of spheres.  But the discussion here is the general idea.  We have various ideas jotted down - love/lust etc. gods are common in the myths of the world and the stories associated to them are pretty straightforward sometimes!  They could kindle things between characters, etc.  Sometimes this causes trouble all by itself.  It doesn't always need to be broad world or empire level frequency effects - meddling can be very specific.

Quote from: UristMcSadist
1.Will we ever get to see the procedural tavern games?
2.During the Premium gameplay livestream I saw an option called "Economy: Normal/Hard". What does that mean?

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8406662#msg8406662

1. Don't have anything to add to PatrikLundell's reply there.  We didn't get to them when we added taverns, and looping back around has traditionally taken time.
2. It sets the triggers for baron etc. to be much higher.  It's a little early to really dig in on that, but we're getting started on stuff like that, anyway.

Quote from: voliol
Currently, dwarves can embark at any place in the world (barring mountains, water) regardless of how difficult or dangerous the travel there would be. Will this ever change, or will the dwarves always be able to set up a fort in the middle of an evil biome, for the sake of player freedom?

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8407282#msg8407282

In addition to what PatrikLundell said about start scenarios and the difficulty of getting to where you are, another element might be the (optional) journey to the location.  This is something we've tossed about for years and years, and adventure mode is only slowly catching up, but it would be cool to have the option to bring your group and their starting goods all the way to where you are going.  But I think this would be really rough on new players and also people that just don't want to deal with it, and they should just get to splort wherever.  At some midway point, it could sim a few troubles that happen on the way and incorporate them into the start scenario.

Quote from: WereDragon
What kind of changes are planned for adventure mode? By which i mean: what shortcomings do you think it has, and what are your ideas for solving said problems

 (the UI is the obvious one) but im hoping for some minor new mechanics to address things, i really like the idea of the irritation mechanic for instance. Super interested in what he has to say

I mean, it's pretty terrible on almost every RPG metric.  Some of this is good/different, but a lot of it is not.  The villains release adventure mode portion which we delayed was part of the plan to fix it, the army and magic stuff are more.  A lot of the upcoming development (the list before Premium came around) is directed at finding the balance between sim and reclaiming some of the more traditional bits in a sim-friendly form.

But if you mean just for the initial reintroduction of adventure mode after launch, we're still working it out.  As you say, every menu is going to be redone anyway so we're going to be rethinking them all.  In practice, on the dwarf side, a lot of the well-received changes happened kind of suddenly, as we were muddling along, and I expect this will be similar.  There's a tension between making small improvements and just doing the villain stuff, since adventure mode could really use some serious improvement and isn't exactly ready to be thrown out to a large audience as an "rpg" in any way.  But I think it's also harmful to delay it too long, since it's sitting right there and there are cool parts about it already.

Quote from: Buttery_Mess
Quick question, how many different tiles are there for the same thing? For instance are there three different tiles for an unsmoothed stone floor or is there only one tile (in other words, piece of art work).

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8408946#msg8408946

Yeah, it's kind of all over the place.  For instance, you have five variants for a central blood spatter tile (surrounded by blood on all sides), and four for isolated smaller spatter, but only one for the edges currently.  Several of the floors have 4 variants, but many don't.  A lot of it is just down to time.  Variants are cheap memory-and-code-wise, but while the artists are still finishing up required art we can't have them do a bunch of variants as well.  I expect this is something where we'll be increasing the capacity as we go, and also increasing the general sorts of variants (larger 1x2 2x2 tiles etc.) to break up some of the larger repetition patterns.

Quote from: WereDragon
Why are dwarves unable to wield melee and ranged weapons simultaneously (as they are meant to function at least) they can carry both, and will train and fight with their melee weapons just fine, but the second a fight starts or you set them to train their ranged skills, they drop all of their picked up ammunition and get stuck in a loop trying to pick it up again (or ignore it to fight their target and come back) are they just not meant to be able to, or is it a bug.

Do you foresee any problems with the future of the fortress and similar community centric practices given the presumably enlarged community?

It's just not supported, and should be disallowed until it is.

Hard to say!  Forum could crash on launch day if a zillion people sign up, but since forums aren't as common these days, there might only be a manageable influx, and more people will end up on reddit and the kitfox discord etc., or stay on the steam forums.  I have absolutely no sense of where forum traffic will be on that spectrum, and I can't really think of any steps I should be taking now to mitigate it, though I'm sure there are some.  The forum can certainly handle more people than are currently here, though not lots and lots and lots more.  Once we got a server upgrade some while back the gateway-type crashes haven't been happening anymore, and I'm not sure it needs another upgrade.  We do have some room for more upgrades to handle the influx.

Quote from: voliol
According to the latest blogpost we will be able to "append a few lines to existing entries". If I understand this right it should also be possible to remove or alter most tokens by having these new tokens be creature variation tokens (CV_REMOVE_TAG and CV_CONVERT_TAG). Is this right?
And if it is, is there some way to do this for objects other than creatures, since the current creature variations only work on those? And is there a way of changing what creature variations have been assigned at an earlier stage, e.g. changing SLUG_MAN to use ANIMAL_PERSON instead of ANIMAL_PERSON_LEGLESS?

Yeah, that's correct - I didn't mention creature variations since variations don't yet exist for the other objects.  I'd like to generalize the variation concept (or however it goes) but there's just not going to be time on the first pass.  The ability to cut should go a long way at least for targeted mods that want to alter and replace non-creature entries.  I'm not sure SELECT_X will have much use beyond creatures since appending isn't too too useful on its own, but it'll be there for when the variations arrive.

Variations are applied as they are loaded, so you can't alter existing ones.  You'd have to apply an additional variation or delete the slug man and replace it.  I'm not sure if we should do several load passes or not - I think that starts to get really messy, but maybe there's some clear solution.  Right now there's just the load/meta pass (variations + cut + select + log at equal priority, done in the order encountered), and the actual processing.  Ideally people probably want to script the passes as well.  Presumably going over to an actual scripting language provides solutions for these problems, at least somewhat.

Quote from: Inarius
Do you know if what you have done for Fortress will help to convert Adventure mode to new UI and graphical mode ?  And which part will remain ?

Oh definitely.  We have a lot of reusable UI art, and stuff like code for scrollbars etc. is all relevant as well.  But there is still a lot of interface that just needs to be tackled
(wrestling, conversations, movement, etc. etc.) and the fort stuff doesn't really inform that at all, aside from building some general experience.

Not sure what you mean by the part and the remaining.

Quote from: Randomizer
Practicality of playing on a 16-16 map. With all the code updates for the big release as well as future updates, will the game ever be able to be played on a full 16-16 map? It would be a unique challenge making minecarts much more necessary. It is something I would really like to do.

Su: http://www.bay12forums.com/smf/index.php?topic=169696.msg8412811#msg8412811
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8412814#msg8412814
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8412984#msg8412984

Yeah, that's just really really big, especially if you're also asking for 150 elevation levels with all of the active underground life etc etc.

We were hoping to be able to do flat ones after the map rewrite, so you could combine it with the army stuff to have a more full-scale battle over a large field, possibly on a separate camera while your fort is loaded.  Even this might be wishful thinking if there's a lot of pathing, but memory wise, on a perfectly flat map that's only the equivalent of 16 more Z levels in a 4x4 fort or something like that.  But qualifying loads based on map flatness is also pretty weird.  It's going to be interesting to see what goes in and what doesn't.

Quote from: Paaaad
The Dwarf Fortress year consists of 12 equal Months... But there are actually precisely 13 Lunar Cycles in each year. Is there any particular reason why these numbers don't match?

PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8412984#msg8412984

Yeah, it's definitely a little weird.  I just wanted the seasons to divide evenly, and I didn't want the moon to always be full on the same numeric day, but there are several other ways to do that.

Quote from: Rick
Will certain materials be grouped together as the same color for simplicity just like in the f2p Dwarf Fortress game? (i.e. Andesite, Basalt, Chromite, Claystone, Diorite, Gabbro, Graphite, Hornblende, Ilmenite, Jet, Mica, Pyrolusite, Rhyolite, Shale, and Slate all being Dark Gray in appearance.)

If not, will there be a specific color for ever possible construction material?
71 types of wood (including "normal" and "wagon")
12 non-economic stones (Shale, Granite, Gneiss, etc.)
13 economic stones (Marble, Obsidian, etc.)
40 "other" stones (Stones found within deposits of other stones. i.e. "Periclase" veins are sometimes found in Marble layers.)
17 ores (Native metals and minerals like Galena)
25 types of metal (pure and alloys)
3 types of glass (green, clear, crystal)
3 types of ceramic bricks (earthenware, stoneware, and porcelain)
6 bars (Ash, Charcoal, Coke, Pearlash, Potash, and Soap)
190 total colors for constructed materials?

If every material gets its own color, will all 65 types of boulders have different colors to distinguish them from their brick counter parts? (eco, non-eco, and "other" stone)

Will there be variations in the final product beyond just color?
I know that roads made with boulders are given the "rough" modifier, while roads made with cut stone are not. Will that "rough" modifier be applied visually?
Will there be a visual difference between the materials I use in the construction (i.e. Wood, Stone, Ore, and Brick) or will they all follow the same design and just palette swap?

Will objects like wheelbarrows and minecarts also have varying color palettes, or will this super cool feature be limited to construction?

Bonus Round:
Will you finally be implementing Pearls, coral, and Amber into the game?

It uses the solid state colors from the raws.  Each raw color is mapped to a palette.  So several stone/wood products look the same, but there's some variety.  Boulder and brick workshops etc. of the same material look the same.  Some furniture and constructed floors etc. show different tiles entirely between wood/stone/metal/glass, but that's also not universal.  Many items (but not all) use the raw color of the material and the associated palette.  There are a few variations in products, but it's not common.

There's room to improve this of course, but it takes time to draw, and we haven't supported stuff we haven't drawn generally, since that also takes time.

No plans to add those materials for the release.  No idea when anything is happening there.

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