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Bay 12 Games Forum
- April 04, 2024, 11:34:00 am
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March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
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62
Announcements / The Bay 12 Games Report, September 1st, 2022
« on: September 01, 2022, 05:50:20 pm »
The Bay 12 Games Report, September 1st, 2022
Mission Status
It's all finally coming together. That which has been gestating can now see the way out. All tasks up until the announcement of the release date have been enumerated and are ready to be assigned. The tunnel that once was twisted and narrow has now straightened and shown us the light at the end. It is because of your gifts that we have made it this far. We are thankful. The due date is nigh.
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out this month! Things are continuing to go well. I did autosaves and ended up restructuring how saves are loaded - things are grouped by world now, and you can branch off new timelines to regroup them, etc. Lots of new art work has come in, and we have all the music tracks playing in the game now. We'll be doing a live demo at PAX tomorrow at 4PM our time. You can see it on the stream at: https://www.twitch.tv/pax3
August: $14555.24
July: $15238.83
June: $24529.74
May: $9664.66
April: $10053.33
Mission Status
It's all finally coming together. That which has been gestating can now see the way out. All tasks up until the announcement of the release date have been enumerated and are ready to be assigned. The tunnel that once was twisted and narrow has now straightened and shown us the light at the end. It is because of your gifts that we have made it this far. We are thankful. The due date is nigh."Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out this month! Things are continuing to go well. I did autosaves and ended up restructuring how saves are loaded - things are grouped by world now, and you can branch off new timelines to regroup them, etc. Lots of new art work has come in, and we have all the music tracks playing in the game now. We'll be doing a live demo at PAX tomorrow at 4PM our time. You can see it on the stream at: https://www.twitch.tv/pax3August: $14555.24
July: $15238.83
June: $24529.74
May: $9664.66
April: $10053.33
63
DF General Discussion / Re: Future of the Fortress
« on: September 01, 2022, 05:40:16 pm »Quote from: Tachytaenius
I was running a challenge with a no-aging hermit to discover every topic in existence, running a script to tell me how many topics have been discovered based on DFHack's df-structures information, and she's skipped out on "philosophy: propositional logic" and "engineering: models and templates" and gone straight to the "Research!" activity. What could have caused that to happen?
Had seen "Reserach!" before when setting all 312 (are there more?) topics to known.
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395729#msg8395729
Huh, yeah, if they haven't gotten into them over a long period of time, maybe those two are (buggily) inaccessible? I guess we'd know if anybody has ever researched them post world gen.
Quote from: Paaaad
Something that's bugging me a little: Why are the underground crops the ones effected by the changing seasons while the surface crops- the ones actually exposed to the changing weather and temperature- aren't? The conditions underground are really quite stable- hence wine cellars and root cellars.
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395781#msg8395781
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395815#msg8395815
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395819#msg8395819
Yeah, as the replies say, this was related to how the 2D version worked.
Quote from: Button
How much warning do you plan to give before the release of the new version? Will there be an official release date scheduled, or will you just drop it on us like in previous releases?
Ha ha, there'll have to be some lead time with this one! Many more moving pieces than normal, especially for the initial launch.
Quote from: kiiranaux
Will premium introduce a solution to Necromancer Entropy - the fact that given enough time undead take over the world? I believe Tarn previously mentioned vampire hunters of the Van Helsing ilk, possibly grouping together into some kind of organizations. How are the odds for this looking right now? (This was stated in an interview with Blind, but not his most recent one, or maybe here, or in maybe in some other interview.)
I know this is technically an emergent gameplay feature rather than a bug, but it's not one that actually enables any fun gameplay (except for roleplaying Zombie Apolcalypse), and it seems you guys have acknowledged that it's a problem. Thanks for reading.
Adding new whole features pre-launch is getting tougher, but if it's not handled for premium, it'll be handled as we get back into the game's core development. We do consider it a pretty serious problem, rather than a feature.
Quote from: Obsidian Short Sword
1: Once a creature is parsed from the raws, How do you represent it in memory(I'm ok with technical details)?
2: On the dev page, Automatons were mentioned as a possible feature. When could we reasonably expect their first appearance?
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8396314#msg8396314
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8398202#msg8398202
Obsidian Short Sword (OP): http://www.bay12forums.com/smf/index.php?topic=169696.msg8398297#msg8398297
1 was answered by the replies, and I can't really add anything to the xml there!
2 - yeah, myth/magic is a likely candidate, although it's quite chunky as we know, so only some stuff will come in on the first pass. If we're talking about purely mechanical non-magical automatons that are more like a curiosity or wtvr, then I have no idea! Seems dwarfy though.
Quote from: AvolitionBrit
1. Have you ever considered restrictions/segmentation on books in libraries ever and would you possibly consider it in the future, such as restricting individual books and/or a library on a certain topic like astrology in one library and chronicles in another
2. In regards to religions, will it be possible in the future for a player to found them, especially in terms of adventure mode, having a adventurer founding a religious cult, a splinter off from a already exisiting one or becoming leadership and making changes to an existing one.
3. At somepoint in the future will costal erosion be considered as a feature, so overtime the map changes, sea level rises, islands shifting together or breaking off. Sea volcanos forming islands. So sites might end up becoming lost under the ocean or burried in magma. I know its a big feature to implement but has it ever been thought about or considered before. As well as biome changes as the enviroment changes, like the expansion of a desert over time due to desertification or a forest becoming colder over time due to enviromental changes.
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8396575#msg8396575
AvolitionBrit (OP): http://www.bay12forums.com/smf/index.php?topic=169696.msg8396602#msg8396602
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8396603#msg8396603
Nordlicht: http://www.bay12forums.com/smf/index.php?topic=169696.msg8396604#msg8396604
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8396607#msg8396607
AvolitionBrit (OP): http://www.bay12forums.com/smf/index.php?topic=169696.msg8396612#msg8396612
1. I hadn't really thought about it, except maybe in terms of managing complaints around necromancy books making the whole fort go sour. It seems like a reasonable and fun thing to do if you have enough books.
2. We have all the pieces we need here, because it happens in world gen, but as with several things world gen, it's just not in play yet. Not sure when the next chance for it to come up is - we'd likely want there to be enough mechanics sitting around for it to be worthwhile, which might not be until we do the entity rewrite and fort start situations.
3. Map change generally is going to be a big part of the myth/magic release. I'm not sure if we'll get to more natural processes at that time though! We're quite mindful of sea erosion in any case, since houses keep falling into Puget Sound out here.
Quote from: memmet
1. Will the Myth and Magic arc significantly affect the dynamics of personality? Will there be a personality rewrite? This seems connected to both play modes, the villains and army arcs, as well as my question below. Curious about bay12's thinking on personality.
2. Will creatures' bodies or behaviors ever change over generations? I read that creatures do inherit both appearance and attributes. Does this produce an evolutionary effect currently? Do cultural customs change over time, or will they?
3. A gameplay question: During a conversation in adventure mode, some people have a "Sluggish" attitude toward me. What does that mean?
1. There's quite a bit there now. It does get changed frequently, but it feels like we'll be focusing on other areas that haven't had nearly as much work.
2. There's not much evolution there now - the models need to be better individually, and there aren't any changes at the population level at all if I remember. Customs and things'll change, but only after we get the framework rewritten. Of course, the religions that come about during world gen count toward changing customs currently, and books currently can change the values of a civilization if I recall. But there should be more.
3. Their agitation level is -75 or less. -25 or less is "inactive". "Sluggish" is probably a bit harsh or loaded.
Quote from: A_Curious_Cat
I’ve been reading the wiki, and I’ve got a few questions.
It says that all towns start out as hamlets and then turn into towns under the right circumstances. What are those circumstances?
Also, it says that, for towns, of of +, *, #, or ? is used according to the population. For hamlets, are the distinctions between Æ and æ, and = and ? also based on population? If so, what are the required populations?
Also, is the list of population ranges for each level of town in the wiki correct? If so, what determines whether a town with (for example) a population of exactly 1000 shows up as a + or a *?
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8397618#msg8397618
I think Doorkeeper's reply handles this one entirely.
Quote from: Mr Crabman
1. Will the advanced worldgen menu be in the initial Premium release?
2. What sort of timeline are you thinking of for the releasing the raws/info for modders to prepare for updating?
3. Last we've heard about the roadmap plans were you decided on doing Adventure mode later, and are unsure about Arena mode; what's your position on the Steam Workshop and Achievements, which were also in an uncertain place?
4. Will the advanced world gen menu be in the initial Steam release?
5. Will the layer-fog color be changed? Blue makes it look like everything is flooded, at least underground.
6. Might something like the dragon randomizer (ie constrained randomness definable in raws, so that random things can be made to match "archetypes") ever exist for plants, materials, entities, interactions/magic, or other things that end up controllable?
7. What's the lore for why necromancers need to breathe, despite conquering all the other bodily needs (eating/drinking/sleeping)?
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8398372#msg8398372
1+4. Yeah, that part is done, pretty much the same as before.
2. There are a few more things I wanna do first, especially as it concerns making small tweaks instead of replacing whole files. But it's pretty much how it is going to be I think.
3. We're still doing these, but I gather it might be after now? Not 100% decided, but I recollect Steam Workshop ended up being more involved than we thought.
5. The issue was the border between subterranean and aboveground looking bad I think, and that being kind of annoying to handle. But it's easy to make it all dark if you wanna change it.
6. Yeah, the dragon randomizer was supposed to be a prototype for being able to do that with everything - now with the editors on as close a horizon as the dragon randomizer, we'll see what comes first, but we're hoping to get to various middle grounds there. Or we may end up in script land? It's hard to say now.
7. So you can choke them to death, maybe... I don't recall the level of thought that went into this. But we didn't imagine them as totally completely dead.
Quote from: Buttery_Mess
How does the look menu work now? Is there a quick way of identifying different types of stone to designate for mining, without having to use the look menu? I know what everything is at a glance with the ASCIIs, I'm worried I'll get confused by the artwork when looking for ores, mineral types, and so on.
How back compatible is the new version going to be with the old keyboard shortcuts? My hands remember which buttons to press even if my brain doesn't. Watching Zach's video fills me with confused terror.
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8399694#msg8399694
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8399770#msg8399770
Yeah, there are the colors and also a different wall image for ores/gems etc., so hopefully you won't run into trouble here. We're still finalizing the ore image to make it even more clear.
And PatrikLundell's correct that keyboard shortcuts are going to change. This became inevitable with WASD support, and also for general consistency reasons.
Quote from: Immortal-D
With the Steam release in mind;
- Have you considered giving Legends Mode a similar GUI overhaul? (Possibly similar to the popular utility 'Legends Viewer')
- What about being able to use Legends Mode during Fortress Mode?
- Have you (and I suppose KitFox here) considered doing a promotional release several days before launch? Give a pre-release copy to streamers and the like.
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8400021#msg8400021
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8400924#msg8400924
- Yeah, as Putnam observed, we've changed it quite a bit.
- Mr Crabman's reply covers our thoughts here - pretty simple to implement, maybe/probably will, but it does mess with some things like vampires.
- There is a whole process being decided here, yeah.
Quote from: BlueManedHawk
- Why are demons only ever given the ampersand as their creature tile, whereas other procedurally-generated creatures like experiments, titans, and forgotten beasts are given random tiles?
- On a related note, why do demons have the same [DIFFICULTY] as forgotten beasts and titans, despite definitely being generally usually pretty harder?
- On a related note to that one, would it be possible for procedurally-generated creatures to have different [DIFFICULTY]s depending on their properties?
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8400097#msg8400097
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8400935#msg8400935
BlueManedHawk (OP): http://www.bay12forums.com/smf/index.php?topic=169696.msg8401009#msg8401009
- ampersands are a traditional demon symbol from the roguelike genre.
- I think voliol handled this one - their creature defs aren't much different at the individual level.
- Yeah, it would make sense, especially while there are still ones that break apart in one hit or are otherwise unimpressive, and others have some uniquely nasty poisons and such.
Quote from: pamelrabo
¿will you take some kind of rest, or holidays, when the Steam version is launched?
I guess you'll addres the most worrying bugs but after that, I mean.
You talk about development in a really casual way, like it's no big deal, but I'm pretty sure there's been a lot of stressful moments and a lot more will come with the release. I love the game, but no game is worth its creators' wellbeing.
If it's not too personal, ¿Have you ever felt you abused yourself pushing a release or hunting a bug? Is it difficult to handle the community's expectations and constant "when when when" questions?
I dunno about rest. It hasn't really come up yet, ha ha. Though we have taken in the time to mess around with side projects (not so much since the steam stuff started, since we're on more of a schedule and other people are involved.) It seems like a reasonable thing to do, and I might feel more urgent about it after experiencing whatever the launch is like.
I don't feel too put upon though. As we know, the thing comes out when it comes out, and there's not much changing that, although we could certainly organize things better at times. The community hasn't really ever been bad about this I think? During the last long wait, things were pretty okay as I recall.
Quote from: Paaaad
Why is the current default tileset nonsquare? If I remember correctly, there’s a square one in the files too.
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8400928#msg8400928
Ziusudra answered this one. A note: the text is still rectangular in premium, but the game play tiles are square.
Quote from: myk
I think I remember you saying that ncurses mode is going away. Is that true? If so, is it still necessary to support 80x25 screens? What are the new minimum tile dimensions that you are targeting for the UI? In other words, when you design a new menu/screen/dialog, what can you assume about how much screen space you have to work with?
The new GUI has a minimum of 116x46. This is just to make the menus work etc., and even at 116x46 some things are very scrunched. At some future point we might be able to bring back a reduced version to get us back to 80x25, but it feels very difficult to do so without just bringing back all of the things that are almost universal hated about the DF interface.
Quote from: voliol
Will we be able to read the next part of Tales Foretold in the foreseeable future?
Zach's been playtesting. Not sure when he'll have time to write another section.
Quote from: Randomizer
If the release of the game generates enough money, would you be willing to hire additional programmers. This could dramatically increase the speed at which you will be able to move through your update/feature timeline. This would also free you up to do more work on the design end of the game which would benefit everyone.
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402018#msg8402018
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402052#msg8402052
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402059#msg8402059
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402060#msg8402060
Ha ha, as clinodev says, the replies here have captured the general vibe, and now that general vibe includes at least some possibilities that aren't all No. I'm not sure if it dramatically increases speed on the core stuff, but it does allow us to keep things cleaner and nicer and broader, most likely, things I normally can't focus on as easily.
Quote from: WereDragon
will adventure mode exclusive creatures/items still be graphically ready by the release date? I want to import a fortress that already has divine metal once the steam release happens.
Secondly will saves work seamlessly between steam and the free version? For instance if i wanted to port a save from the steam release to the free release to do something on adventure mode, and then port it back after i am done, will that be possible without issue?
Finally, on the topic of adventure mode, will we be able to actually customize our character instead of randomizing it?
Paaaad: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402346#msg8402346
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402353#msg8402353
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402403#msg8402403
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402414#msg8402414
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8402425#msg8402425
(and so forth, long conversation)
So yeah, old saves aren't compatible, if that was part of the question. The save restructuring is the main reason (no mods/raws in saves), though it became strained when we made some necessary technical changes to trees as well, oddly enough - might have been able to survive one of those, but not both. Saves will be able to move between steam/classic with no issue. However, classic also will not have adventure mode. Adventure mode is going to come out for steam and classic at the same time.
However, the general question here is also complicated because divine metals exist in fort mode now.
I'm not sure what you mean for customization - like the appearance? There's a lot of customization generally. For physical appearance, it was complicated by how the 'genetics' were stored, but if I recollect, we were just going to put a warning that any future adv babies we might add would not look like their parent at all if you take advantage of full customization, if we can't get around the wrinkles. But we haven't done any of that yet.
Quote from: Criperum
Quick question about new soundtracks(more about dwarven language). Since some of them contains dwarven lyrics does it mean that we have this language for the rest of the dev process? I mean there was a forum topic where some baydweller tryed to make dwarven into actual language and as far as I remember he gave up because you said before that languages will be procgenerated too.
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403046#msg8403046
Yeah, it's possibly as Mr Crabman says - the lower randomness settings would gravitate toward our default setting. For instance, if we go with the plan to include a setting with the editor world (which serves as an example of how the formats work etc.), the current in-game language can remain a part of that even as new complications and randomness are added in. When we get to grammar etc., it might be complicated to keep all words exactly as they are, but this isn't a huge issue I think.
Quote from: Randomizer
I was wondering, will the new location finder have a way of showing where candy and clowns are to be found?. That way when you embark you can be sure it is on the game map. There are types of HFS that are not always found on the game map. There may even be new HFS in the big release. I would like a way to guarantee it is all on the game map I choose. A setting in the init files could be used to switch this feature on and off.
I am aware you are almost guaranteed to have a least a little candy but presence of the other HFS is rare and reduced to dumb luck.
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403231#msg8403231
Yeah, we used to have more types and it would matter, but now a 3x3 embark is all you need.
Quote from: Urist McSadist
1.Are we going to see adventure mode ai improvements before magic? Would be nice if there were some consequences for killing the king.
2.Will we get fort mode mounts, and if so how would they be implemented?
1. There'll be a lot of changes, though I'm not sure exactly which sorts you mean. But the villain and army stuff are gonna see some alterations for sure.
2. Still not entirely on team mounted dwarves here. Not sure it would need to be implemented much different from the war dogs and such, although generally that could be better.
Quote from: voliol
The new tracks are lovely! When are we going to be hearing this music? I had been under the assumption that Dabu's four tracks were one for each season, but then where do the rest fit in? Is it like in Simcity where the music advances as your fortress/city grows? "Strike the earth" could be a first-year track, going by it's name, but the others don't give me this vibe.
Schmaven: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403188#msg8403188
It's pretty cool! So in terms of where they play during the game, there are different settings for every track. One depends on the caverns being opened, one plays only after the second year, one is a first year track. Strike the Earth plays when you first embark, and then gets mixed in with the others afterward. And so forth; there's a raw format for this so you can change it if you like.
Quote from: Paaaad
Are Kobolds supposed to be able to come up with and build their own Musical Instruments? Because I just raided and razed a Kobold cave and got two separate kinds- the Tukududolgis and the Jadasraynkus. Definitely look like Kobold names, and they came from one of their caves...
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8403235#msg8403235
Yeah, ha ha, the entity txt has them into percussion.
64
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2022, 03:49:33 pm »
Yeah, it would make sense to cut the output (or increase the field sizes vertically or something), though we didn't touch it yet.
65
Announcements / The Bay 12 Games Report, August 1st, 2022
« on: August 01, 2022, 03:20:11 pm »
The Bay 12 Games Report, August 1st, 2022
Mission Status
All kinds of progress... all kinds. The art is coming along well. The animal people have produced a lot of excitement. The interface is practically complete and now scales to the screen, preventing eye strain. The game also survived a complete playthrough without any crashes or game-killing bugs. But the thing that will most please you, our most dedicated fans, is that the ASCII classic mode is now confirmed.
Toady managed to flip the switch and convert all the progress we've made in Premium back to code page 437 in a matter of days. This is because the new graphics still fit on the grid the original DF engine is based on. That didn't mean it was easy. Those of you who have worked soul-crushing jobs may understand my brother's intense will to live... and it's all for you!
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out! That continued bump is from the new Patreon numbers, so it looks like things will now be well up until the release. I'll continue integrating art while it comes in, and over on the code side, it looks like the main work that'll occupy me for the first part of the month are all things keyboard. Gotta get the keybindings menu up, update the designation cursor, and make sure macros still work. Then probably more tutorials, updating the compiler, and bugsbugsbugs.
July: $15238.83
June: $24529.74
May: $9664.66
April: $10053.33
March: $10183.91
Mission Status
All kinds of progress... all kinds. The art is coming along well. The animal people have produced a lot of excitement. The interface is practically complete and now scales to the screen, preventing eye strain. The game also survived a complete playthrough without any crashes or game-killing bugs. But the thing that will most please you, our most dedicated fans, is that the ASCII classic mode is now confirmed.Toady managed to flip the switch and convert all the progress we've made in Premium back to code page 437 in a matter of days. This is because the new graphics still fit on the grid the original DF engine is based on. That didn't mean it was easy. Those of you who have worked soul-crushing jobs may understand my brother's intense will to live... and it's all for you!
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out! That continued bump is from the new Patreon numbers, so it looks like things will now be well up until the release. I'll continue integrating art while it comes in, and over on the code side, it looks like the main work that'll occupy me for the first part of the month are all things keyboard. Gotta get the keybindings menu up, update the designation cursor, and make sure macros still work. Then probably more tutorials, updating the compiler, and bugsbugsbugs.July: $15238.83
June: $24529.74
May: $9664.66
April: $10053.33
March: $10183.91
66
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2022, 05:31:20 am »Quote
Quote from: DoorkeeperHillocks have shallow underground farms. Will the changes to soil farming affect crop yields in hillocks? More generally, does the sim now track whether a site has shallow sub farms or deep sub farms, and does crop production for that site correspond accordingly?
upd: upon further inspection the tiles inside the individual hillock structures are actually made of cavern floors... so it looks like they're just deep farming, technically. not shallow farming as implied by location.
Although as you've mentioned in your most recent response, the hill dwarves could have gathered the "improved" soil from the mountainhome. That's my headcanon for now, at least.
How would that work anyway, if you were to add a soil gathering zone? Since soil is a material and is the same regardless of depth, plus cavern floors are currently just rock overlaid with mud. Would the rock/mud gathered from a cavern have a special flag for plot improvement use?
upd2: haven't noticed this before until now, but i've dug out an indoor surface soil layer in fort mode, and the resulting floor tiles are labeled as cavern floor. Wondering if this was also changed as part of the farming overhaul. "Cavern Floor" just indicates that the tile attribute is subterranean, as far as i can tell (it's not displayed if vegetation is growing on it). But still wondering if the changes you've made affect this label since players could read "Cavern Floor" and confuse shallow soil for the cavern surface. I'm also not sure anymore if this means the hillock farm plots are counted as cavern/deep farming, since I initially assumed they were because the tiles were labeled as cavern floors.Quote from: clinodevAnother "new farming" question: How does a potash fertilized muddied stone/soil plot compare with cavern plots? How about with potash fertilized cavern plots? Some cleverness with the numbers could make potash fertilization useful for more than specialist early quarry bush cultivation.
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8386588#msg8386588
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8386817#msg8386817
Are you talking about world gen production? Everything there works differently from fort mode, and we haven't updated anything. There's no production in other parts of the world after play begins.
Yeah, if we went into this further and added a zone, we'd need to clarify further what deep soil actually means, since it doesn't exist currently except as the grass floor of the underground plants, and as the mud if it happens to be in the right spot. The effect is linked to the natural open cavern layers, so it's not indicated in the floor name but the layers are also kind of hard to miss, at least at first.
Currently, surface is just divided by four. You can also fertilize cavern plots.
Quote from: Bloodwarrior
1. When will the development page on the dwarf fortress site be updated.
2 how quickly is progress going on premium and any time frame for it
3 once magic and myth update comes out in what ways can during gameplay can a deity manifest
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8387665#msg8387665
1. It just hasn't felt like a thing since we are in stasis more or less until we return to the villains release.
2. Things are going well! Still trying for autumn. Between the tutorials, art, keyboard stuff, music, and bugses, we have our hands full, but it doesn't feel like there are any Vague Unknown Chunks left anymore either.
3. Ha ha, who knows! We want the possibility of them being more active and tangible, but that could attach to anything from them having a standard body to them being a weather event or a plane or something, and we'll only hit certain possibilities on the first pass, since there's so much to do. I'd anticipate bodied ones at least.
Quote from: Immortal-D
Regarding the changes to farming (and I suppose subterranean effects in general); Will there be any changes to the way 'light-dark' tiles are calculated? Right now, once a tile is exposed to the surface it becomes permanently 'light', even when covered again, meaning you can neutralize cave adaptation without risk.
I haven't changed this, and I'm not really sure how to do it reliably and quickly. It feels like it would need to investigate the entire area around for suitable materials somehow, to avoid towers or even cottages from becoming subterranean (rather than 'inside'). Just looking at the old subterranean area is insufficient since the player might strip mine for a bit before building their outdoor structures, so it actually needs to understand what's going on somehow.
Quote from: Waterlimon
Will steam version have the option to display water depth as 1-7? Not necessarily numbers but at least different tile image?
Rose: http://www.bay12forums.com/smf/index.php?topic=169696.msg8388327#msg8388327
Yeah, we have this in two ways currently. The transparency of the depth, and now there's also a button you can press next to the minimap that turns the actual numbers on and off (there's also one to put arrows on ramps.)
Quote from: UselessMcMiner
I've noticed that custom modded bloodsucker races with their own entities perform bloodsucker purges. I dont think this is a bug since it makes sense for other races to purge bloodsuckers but is them doing it to themselves intended?
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8388357#msg8388357
Ha ha, Eric Blank is correct that we didn't design the game around this tag being used on entire civs. I imagine there are a variety of problems like this, and as broader civs are introduced, they'll likely work themselves out.
Quote from: UselessMcMiner
Oh, and I've also noticed many bandit forts being continually declared war on by random civilizations, why is this? Is this to cull bandit populations? Because as far as I can tell it doesnt have a major effect on fort populations and instead results in clutter in legends mode with the 1991th pillaging of a random bandit fort being noted.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8388492#msg8388492
TheFlame52: http://www.bay12forums.com/smf/index.php?topic=169696.msg8388504#msg8388504
No, this isn't intentional, and hopefully it'll be cleaned up at some point. We were going to sort out some fort issues when we transitioned to the adv side of the villains release, since forts were going to be important for parts of that, but then we had to delay the whole thing.
Quote from: Fikilili
1. You often mention the famous "Map Rewrite" that will happen... Soon-ish? And although with a name as foreboding as that, it must be very important to the game, what exactly is there to rewrite? What will the map rewrite do/change regarding map/world generation? What will it mean for modders?
2. Regarding culture; symbols and colors don't have the same meaning depending on the culture. For example the color black in Europe is attached to death and grieviances, whereas in China, it usually associated with prosperity and good health. Are there any plans to add cultural differences in DF?
3. Regarding Technology; every civilization seem to have access to the same level of technology no matter what age it is or how far in time the game takes in place. This means that even at the dawn of dwarfkind, they already figured out how to make wacky contraptions, but ten thousand years later, goblins still haven't put one and two together and figured out how to make drawbridges. Do you have any plans regarding technology evolving with time?
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8389432#msg8389432
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8389456#msg8389456
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8389537#msg8389537
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8389577#msg8389577
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8389593#msg8389593
Quietust: http://www.bay12forums.com/smf/index.php?topic=169696.msg8390698#msg8390698
BlueManedHawk: http://www.bay12forums.com/smf/index.php?topic=169696.msg8390710#msg8390710
King Mir: http://www.bay12forums.com/smf/index.php?topic=169696.msg8390864#msg8390864
1. I think the replies cover this pretty comprehensively and accurately. There are lots of capabilities we want but don't have. The editor side of the myth/magic stuff also means that a lot of the map/sites will be available for modders in new ways as well.
2. On top of stuff mentioned in replies (or I might have missed them), there are also randomized positions in human and goblin societies, and humans have randomized values, but yeah, there's a lot to be done here that just doesn't even exist in the game (so it can't be differentiated either.) The current plan is to address some of this in the entity/scenario/etc. update after the magic stuff.
3. This is similar to the cultural differences, with the somewhat irritating addition that we have all that scholarly stuff that just doesn't intersect with actual game mechanics (except in a few specific and pretty unimportant ways, like the types of books which are available to write). Ultimately the hope is to have those completely tied together (not that all techs need to be invented by scholars in a library, and of course Prometheus-type critters could also teach/gift people stuff), but this of course would have a profound impact on the game and need to approached in some prudent way, since the only initial effect of it would be to take mechanics away from people.
Quote from: delphonso
According to Dwarf Fortress Talk 7, and comments you've made in this thread, artifacts are truly indestructible (if atom smashed, etc, they'll just be "hidden" and scrambled during claim/reclaim or adventurer visits.)
I've been wondering about a few nuances to this:
1. Are books and named items treated in the exact same way as other artifacts? (I reckon so, as the game tends to treat them the same way with the 'L' artifacts screen.)
2. Any changes to how 'hidden' is handled, or how artifacts are scrambled after destruction? I've made 2 attempts at destroying books and finding them again and both have failed. I haven't been able to find a proper artifact that was destroyed either. (Ignoring copies of books, which can be destoryed)
Also a completely unrelated question:
3. When two sites occupy the same world-tile, the 'c' menu will only show one of those sites and the other is inaccessible to raids/missions unless you send a mission for a person/artifact that might be there. Has this been dealt with in the new and upcoming UI stuff?
Thanks to you and the community for any answers to this!
1. There's a flag on them distinguishing "crafted" artifacts from other named objects. This flag came up later, so it isn't applied everywhere, but it does allow me to draw distinctions.
2. Doesn't look like it. It's still using the same placement function for hidden objects and artifacts that it expects in the area but which don't have assigned locations. However, if the item blasting function is called on an artifact, it adds a destruction event, and on top of the hidden flag, the "utterly destroyed or transformed" flag, which should prevent it from coming back - and it looks like it doesn't care if it's crafted or otherwise. Artifacts being indestructible by default appears to be gone. The destroyed flag is also added if the artifact is used in a job to make something, for books/scrolls in a world map library that is destroyed post w.g., or books/scrolls in any building that is destroyed in w.g.
3. Nope! It should be easy to handle with a new popup, but there's never time to do everything. I can aim for doing it by the time the army stuff makes it much more important to get right.
Quote from: Sebastian
I have a few questions related to world generation, which turned out longer than I anticipated. Apologies in advance for being so wordy!
As I understand, the prevailing winds are based on the real-life Polar, Ferrel, and Hadley circulation cells, but are they generated to match the pole(s) of the world? Could there be a world generation option to set prevailing winds to be homogeneous across the whole map? Something like the existing option to set a north pole, south pole, both, or neither, but have options for the wind to come mostly from the north, northeast, east, and so on.
What scale do the temperature settings use in the advanced worldgen options? I've heard that the bug with pole-less worlds having extremely hot ""temperate"" biomes is already a known issue, and I know that the actual temperature is affected by rainfall and elevation, but I'm curious what the scale is supposed to be since it doesn't seem to match the ""degrees Urist"" used elsewhere in-game.
Also related to temperature, any rough idea of when we might get more fine-grained distinctions than ""temperate"" and ""tropical""? Maybe even have yearly minimum and maximum temperature values for each region, and have each plant and animal have its own tolerances? At the very least it would be nice to have ""subtropical"" biomes so that we don't have koalas in subarctic climates.
I love that in this game you can generate a world with a very realistic distance/area scale if you have no poles and set a very narrow temperature range. However, there are a few problems that arise when trying to make it as realistic as possible (so as to avoid questions about the geometry and scale of a whole planet the size of even a large DF world, and for the fun of recreating real-life locations), which is why I asked about the wind directions and temperature issues, and my last question is about the vertical scaling.
While it's possible to realistically recreate real places at a 1:1 scale horizontally (a Large DF world is nearly 395000 metres across and could fit Tasmania), you have to either flatten the real elevation range to fit in into DF's 400 2.8m z-levels, or find an area where any salt water is less than 278m deep and the highest elevation above sea level is 840m, and deal with the awkwardness of having the ""mountain"" biome anywhere that's more than 560m above sea level even if there's no big difference in biome IRL. (For reference, Mount Everest is about 9000m above sea level and Challenger Deep is about 11000m below it, or about 3200 and 4000 z-levels respectively.) So basically what I'm asking here is how doable it would be to have deeper oceans and taller mountains. Having a larger world volume to simulate would be a performance issue, but could the map have the same number of z-levels everywhere and have them offset depending on the elevation of the region or something? Isn't that how it already works?
We don't do anything that interesting with winds, but yeah, the directions alternate over the latitudes and depend on the pole settings, and yeah, a no-pole world is treated like a N+S pole world. The wind direction could be made more complicated, or have additional options, sure, it just hasn't been a priority since nothing really depends on it much right now.
The base world temperature is just an arbitrary scale. The conversion is local temp = world temp * 0.75 + 10000. I have little record of how this came about. I probably started with a 0 to 100 fractal and then adjusted it based on elevation/etc/etc, and then mapped it over to the fahrenheit + 9968 or wtvr scale whenever that came up, with the 0.75 factor added to make it line up better with what I wanted for the biomes. There are some comments in the conversion function about targets I had for freezing and scorching places, anyway.
Adding additional biomes is complicated, since they are used in a lot of places in various ways. We were going to mess with them (leaning toward weird magical ones) with the map stuff, and we'll see if it shakes things up. But I have to be careful about how regional animal populations are created, and it can be slow/expensive to prepare matches with a proliferation of biomes.
It's hard to add more verticality because when there are steep slopes (or places where we would have had cliffs before), it all has to be loaded in memory currently. Part of the map rewrite is getting rid of this requirement - this means that there'd be areas where no sky is loaded (only the underground with no way to get up to sky), and loaded areas where there are effectively bottomless pits. Both of these present problems that need to be overcome. A steep mountain slope or cliffside might have both at once.
Quote from: BlueManedHawk
Which version of C++ is Dwarf Fortress written in?
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8391215#msg8391215
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8392031#msg8392031
Yeah, the responses cover it. Mishmash, definitely got some mileage out of auto some time after it arrived.
Quote from: kontako
Has any function for right-clicking been implemented?
Right now right-clicking closes stuff. There are lots of menus opening and closing and it's nice not to have to click Xs or reach for ESC. The only place I've felt tension with this is where I'd sometimes want right click to erase (say, during designations), but the erase mode works well enough for that.
Quote from: BreadnRoses
I'm very excited about the Steam release for many reason but one will be the mods.
There seem to always be "quality of life" mods which come out and I was wondering what the policy would be on if these mods get adopted into the game?
I realize DF is probably a deeply cherished personal project but I also know that the devs have things they'd rather work on.
Has this been given any thought or an answer? Thanks.
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8392565#msg8392565
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8392582#msg8392582
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8392609#msg8392609
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8392872#msg8392872
I think the replies more or less cover this question as well. We listen to modders when they have questions etc., have set up some memory addresses etc. for DF Hack etc., and modders try fixes for design problems before we have a chance to get to them. I'm not sure how much things will change - it's not a matter of explicit policy as it is just time and etc., though occasionally there are issues like "spreadsheets vs. no spreadsheets" where we have a different point of view than the community surrounding the mod. We'll certainly continue adding little improvements, however they come about.
Quote from: kontako
Previously when you had shown the hyperlinks, figures and entities were coloured according to their kind.
Does this colouring carry over to statue and engraving descriptions in fortress mode?
Do functional hyperlinks?
Whether or not legends mode is going to be hooked up to fortress mode is an open question! There are the concerns about spoiling vampires and such, which we should probably be a little careful about, but there's nothing really wrong with rewarding investigation either (though it does feel a little easy to just be able to open up your fort's history and see the vampire migrant right there with their identity name given away.) The technical side isn't hard now - the text construction and render code just needs to receive an extra flag to enable everything, and the input would also need to be enabled similarly. So mostly just a question of time, with a pretty comprehensive payoff in this case.
Quote from: FantasticDorf
Just finished reading the spoilerific Zachpost over the main page, I think i got the jist of it.
Just the nitpicky one thing i want to pick up on though, question directed at Toady or Threetoe in this instance: If the caravan limit triggers have been altered, will suddenly losing the contents before they leave the map still cause as significant a relationship rift or has the tolerance/mechanics behind trade-relations been changed?
Because forcibly-small caravans running aground to adverse conditions and simple wildlife encounters getting too close seems like perfect-storm noob entanglement that's going to cause players issues; when the home civ attacks and ceases further relations for no apparent reason than the loss of traded capital with the fort fronting the blame (many times also hard to diagnose, and taking scripting than any ingame mechanism to fix). Typically a fortress's starting trust relations close to 0'ish in the first caravan is usually vital to direct diplomacy with any nation they interact with in 47.05 and many preceding versions.
2. Is first contact more formal in the planned new release, or can you still send delegations of unwashed dwarves applying demanding tribute missions to contact traders across the continent? The mentioned already used strategy would probably be more effective in the new build because of how better the UI is for trade/caravan mangement in general.
3. And co-joint question on the same topic as trade: does this open back up the path to the merchant nobility returning to the game in more force than just offmap merchant companies?
Probably just me overthinking it, but i am amused by the idea of a spymaster like noble who writes up little scribble money schemes, pays off legitimate hired goons and handles greater money loanlending (if spymaster ever gets completed to compare that imagined role to)
Ill be honest though, some parts of it left me confused and sometimes a tiny bit worried over change of such a vital part of fortress sustainability as my questions probably infer, but im still hopeful the changes are a safe addition to pass over some gripes and cheesy trade tactics.
1+2+3. It's still the same more or less for the next release. We aren't able to add a lot of new diplomacy features (the ones I can think of are goblin artifact diplomacy and elves being a little different in savage areas, aside from the wagons and end-game stuff), and the capabilities of the player aren't really different, so it doesn't feel particularly worse.
Quote from: Broms
Hello! I have a bit of a difficulty settings question: is there currently a way to tweak how common visits that petition for mercenary/temple/tavern type are? I ask because I really enjoyed having a squad of humans/goblins/outsiders in the prior version and since when merc companies were added to world gen I haven't seen a single mercenary petition. That is something that would be really cool to have an option of having again some day for roleplaying/etc. Thank you for reading
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8393980#msg8393980
If I recollect, the chance of a solitary mercenary joining a company also depends on how much of a loner they are, and that might also be skewed too much - this could be another thing you tweak, though it'll impact a few other parts of the game (but shouldn't matter for humans etc. too much.) But I haven't added an option to alter more general world generation properties.
Quote from: dikbutdagrate
When might we expect some random properties to be assigned to the divine metals? Any chance of we could see a small update for the divine metals prior to far off Myth and Magic update? Perhaps in a not entirely dissimilar manner to the prototype for magical powers that intelligent undead were given.
The divine metals are pretty boring as they only feature procedural generation which assigns them a name based on their corresponding deity's sphere. And their material properties are always the same.
Without turning this into a suggestion, I think simple things like random numbers for the material properties, and maybe one or two wacky things from a list would go a long way in generating some good stories out these obscure metals. It's certainly difficult for me to say that I would not thoroughly enjoy laying a war hammer of 'whatchamacallitonium', that has a persistent temperature of something like 672 °F, out in an open field with nothing to guard it. And just having the dwarves sit back and watch the results of kobolds and giant kea birds attempts to sneak off with it.
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8393980#msg8393980
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8394052#msg8394052
The replies apply to the currently-released version, but divine items make more of an appearance in fort mode in the next release. I haven't changed anything about their properties yet, they just act as treasures and as equipment with properties between steel and adamantine if I remember. Certainly there's now a bit more dev potential in that direction with them around more commonly in play. But I'm not sure what'll happen with so much on the table - the myth/magic update is obviously the place for them to shine.
Quote from: BlueManedHawk
How much do you worry about accidentally sacrificing gameplay value when pursuing other goals?
Ha ha, you might have to be more specific. There are a lot of things that need to be balanced. Mostly we'd been sacrificing usability through the years, and now we've switched gears to bring some of that back, but we haven't had to make many mechanical changes for that reason.
Quote from: Rekov
With the steam release's redesign of activity zones, will there be support for activity zones that exist across multiple z-levels? This would be especially useful for outdoor pastures on hillsides, where there isn't enough room on a single z-level to support many animals.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8394113#msg8394113
Rekov (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8394126#msg8394126
It's not coming for general zones for Steam, since it's a bit too complicated to pull the z variable out of zones or to make zones hierarchical. Locations (which FantasticDorf mentioned) like hospitals etc. can have subordinate zones, which makes it come for free. There'll be some solution along these lines, but it'll also need to be respected in the interface, which might look different for the various zones. I don't know immediately that all 3D rectangular solids dragged out should be treated the same, for instance, between pastures and other zone types. But the main obstacle is just the lack of a z range in the zone object, and how much code uses the single z height for them (generally, for all 'buildings', it comes up more than 1400 times it looks like.)
Quote from: Schmaven
I apologize if this isn't an appropriate question for the Future of the Fortress thread, but I've heard conflicting theories over the years and I haven't been able to figure it out in my varied embark attemps. Though I have seen reanimating biomes quickly fill up the caverns with many reanimated trogdolyte and crundle pieces moving about and getting stuck atop giant mushrooms.
Does discovering the caverns have a negative impact on FPS due to cavern critter pathfinding / flowing water etc.? Or do those calculations just happen normally regardless of whether or not the caverns have been revealed?
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395038#msg8395038
Yeah, Mr Crabman's right that the calculation are generally happening, open or not. I couldn't think of anything that would be open-the-caverns-specific + very slow, but after the latest interview, this came up in a conversation, and if I remember another element was possibly creatures trying to path through pet-forbidden doors when you open the caverns. Those doors don't exist anymore, since they caused FPS problems universally.
Quote from: Urist McSadist
1.Do you have any favorite generated myths you're willing to share?
2.How is the economy eventually going to work in our forts?
3.After the Magic update, is hell gonna go away depending on the myth?
4.How far away are we from getting fortress mode mounts?
5.Can we reassign war animals in the steam version?
6.Are we ever going to get the option to surrender to a siege and become part of the enemy civ, and if yes, when could we expect that?
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395048#msg8395048
1. I don't really have anything new to share here, and I think overall the prototype just isn't interesting enough that way. It's clear it'll work, but it needs more meat on the bone in a variety of ways; I stopped where I did with it since it needs to be integrated with the main code and that will require reworking it. What you can see in the video and elsewhere I've talked about it is about all the narrative variety you get there. The first actual release with myths will be much better.
2. Hard to say! It looks like by the time you get it, you'll be able to start your fort as an actual working magical temple, possibly with an underground sea where the ships sail out from your subterranean docks, with a society where laws and customs can change. Only then, you'll be able to slap some trinkets on a mule and send a dwarf with it off to a village to make some dwarf bucks (or use the ships, or have god do it or something.) This order is possibly odd, but this is the order we are currently working with. Everything is fine.
3. voliol covered this one. Having an underworld or punishment plane etc. won't be required, but overall that kind of thing should be pretty common.
4+5. I haven't changed anything here that I remember, and I'm not sure when I will.
6. This comes up from time to time, mostly in the context of the scenarios release, which would have the infrastructure needed to make this interesting. For the army release, if anything happened, it would just involve something like humans sticking a site administrator in your site, and I don't there'd be time with all that's on the table to make that interesting. On the other hand, if we do all of the villains plots from w.g. in fort mode, which is the plan, we'll end up with coups and other trouble, so who knows where it'll land - we'd speculated about letting you play through those in some fashion no matter the outcome.
Quote from: Randomizer
How long will it be before attacking armies will have the ability to dig or otherwise enter a walled off fort?
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395056#msg8395056
Mr Crabman is correct about this - the army stuff will address this, and the rough order is steam stuff (pre/post launch) -> finish villains -> army stuff, with any mixing where convenience/speed/betterment suggests it, as Mr Crabman mentions.
Quote from: Eric Blank
Regarding animal people, is there any control on how many show up or how frequently? Some people hate them with a burning passion and don't want them at all, afterall
dikbutdagrate: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395210#msg8395210
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395317#msg8395317
Adding to the replies, depending on the irritation, another possibility is removing [CV_NEW_TAG:LOCAL_POPS_PRODUCE_HEROES] from the animal person creature variation.
Quote from: dikbutdagrate
Hey T-dog, whats up with this dwarf and soap?
(picture of dwarf made miserable by soap)
Doorkeeper: http://www.bay12forums.com/smf/index.php?topic=169696.msg8395377#msg8395377
No idea. Bliss and contentment should be the only available outcomes for soap baths. Misery should only come from confinement, break-ups/divorce, or hated jobs, for certain personalities.
67
DF General Discussion / Re: Dwarf Fortress Talk #25 Feedback
« on: July 27, 2022, 03:09:42 pm »
Cool, I'll see if I can figure those ???s out. I guess google docs also has a free transcription tool (if a youtube video summary is accurate - you play the podcast back into the voice typing tool), and people use those tools for all of whatever privately in their own business (every game dev company I know relies on a google doc or three for something), so it seems like it's probably okay.
First
is definitely Alex.
Not sure about the second one - the guess 'harem guard' sounds possibly right but doesn't quite make sense in context as a form of settlement and it was a little garbled, so I'll just leave it as (unclear).
First
is definitely Alex.Not sure about the second one - the guess 'harem guard' sounds possibly right but doesn't quite make sense in context as a form of settlement and it was a little garbled, so I'll just leave it as (unclear).
68
Other Games / Re: The Cataclysm games thread.
« on: July 17, 2022, 02:59:41 pm »
(removed much of the ~July 3 drama as it was continuing to cause problems elsewhere)
69
Other Games / Re: The Cataclysm games thread.
« on: July 14, 2022, 09:07:54 pm »
(removed the offsite person that showed up and a few posts surrounding that - continue to veer away from drama and such and all will be well)
70
Announcements / The Bay 12 Games Report, July 1st, 2022
« on: July 01, 2022, 02:37:33 pm »
The Bay 12 Games Report, July 1st, 2022
Mission Status
We were in need, and you came through. We appreciate it, past, present, and future. You never know when you'll have to use those generous gifts you've saved for a rainy day. It's gratifying to know you see the value in what we are doing... and was/will-be doing. You can rest easy knowing we will keep hammering away, and rapidly finishing this phase and moving on to the greater future.
In the Present we are perfecting the game experience and balance. In the Past we have toiled to bring that possibility into actuality. In the Days to Come all will make sense and bring joy for untold human-being-hours. All across, and up and down the Fourth Dimension, we make sure the reality you experience is objective and Beyond Quality.
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out! And that's lots of people! This is the PayPal chunk, and the Patreon chunk will start showing up next month. With those together we should be able to cruise on down to the finish line now. This month we're going to try our best to get out of Stage 2 (usability/tutorials/etc.), though there's always room to improve usability once we start bug-fixing at full speed. Now let's see if I can get the settings menu completed...
June: $24529.74
May: $9664.66
April: $10053.33
March: $10183.91
February: $10297.88
Mission Status
We were in need, and you came through. We appreciate it, past, present, and future. You never know when you'll have to use those generous gifts you've saved for a rainy day. It's gratifying to know you see the value in what we are doing... and was/will-be doing. You can rest easy knowing we will keep hammering away, and rapidly finishing this phase and moving on to the greater future.In the Present we are perfecting the game experience and balance. In the Past we have toiled to bring that possibility into actuality. In the Days to Come all will make sense and bring joy for untold human-being-hours. All across, and up and down the Fourth Dimension, we make sure the reality you experience is objective and Beyond Quality.
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out! And that's lots of people! This is the PayPal chunk, and the Patreon chunk will start showing up next month. With those together we should be able to cruise on down to the finish line now. This month we're going to try our best to get out of Stage 2 (usability/tutorials/etc.), though there's always room to improve usability once we start bug-fixing at full speed. Now let's see if I can get the settings menu completed...June: $24529.74
May: $9664.66
April: $10053.33
March: $10183.91
February: $10297.88
71
DF General Discussion / Re: Future of the Fortress
« on: July 01, 2022, 02:19:08 am »
Here's a reply to about keyboard stuff I posted earlier in the month: http://www.bay12forums.com/smf/index.php?topic=169696.msg8380435#msg8380435
We haven't observed this, and I'm not sure what it would be. Something to do with webs and looms?
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8379318#msg8379318
Yeah, as clinodev says, we'll be able to change a lot of stuff on the fly, and which settings go in at the world level, which at the embark level, and which at the any-time-at-all level comes down to player happiness now rather than anything technical. Right now difficulty is set at embark (including customizing all of the trigger values), but there could be an option to make that available as a settings tab available during play. I imagine some people will wanna be locked in, and others will want to freely change things.
Exceptions include most world options, which are almost entirely in the world gen parameters where it makes sense to have them. Like, once it generates X titans, there's no point in changing that number.
I'm not personally super interested in an abstract later - I'm interested in the simulation giving rise to stories. For instance, one of the goals of the army arc (which we may not attain depending on the political side) is to get rid of the need for siege triggers. However, I'd be willing to support stuff that's (1) easy to write and maintain, and (2) plays nice with the simulation. A stark example of this is the "disable invasions" difficulty option. It's obviously not part of the simulation, but it can easily live alongside the simulation and I don't have to work much to keep it around. So we may see things like this expand our difficulty options as people suggest them. Another caveat - stuff like the periods you describe would fit right in with deity influence etc. etc., so may in fact become part of the simulation if things go that way, on a per-universe basis.
1) I think it just applies to any aboveground wilderness population creature.
2) The aboveground animal people don't have entities or anything, and they get hit with it as well.
These types of files should still exist, yeah. I'll have to save the settings changes people make, and that can just be in text. I'm not sure if it'll end up in a separate file, etc.
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8379671#msg8379671
Once we get Classic ready, yeah, it's all the same code base, so everything that isn't a menu needing adaptation comes for free, and once the number of menus needing adaptation isn't the whole game, I should be able to keep up with that for every release as well. The new vanilla music and art are Premium only of course.
I mentioned blueprints last month as something that's on the table, but we don't have anything like this yet. Building placement definitely needs a bit more help.
There've been a number of different suggestions about this over the years. I'm worried about CPU load with priorities, where every item in every stockpile would be more potentially restless about its storage, and item storage is already troublesome CPU-wise as is. It feels doable with some kind of under-the-hood management system orchestrating it, making it something other than auto-links everywhere, but that would be a larger project. On the other hand, adding some extra options for how links work vs. workshops taking from piles seems more manageable, unless I'm missing something.
That's not in there now but would be quick to set up. I'll keep it in mind for the settings stuff I'm about to start.
It was authoring the various books that need historical information about the author. They went over the totality of history too often, and history is always growing. I was troubled at first that it wasn't specifically art-form related, but the world gen times prove that this was the big block. It's possible that the authors no longer attempted books when art was turned off because of the various writing forms and some of their linkages to the other art stuff, but I'm not really sure.
Any changes to books should be unnoticeably subtle, and only for certain authors - authors still go over all of history, but they keep track of where they left off and cache a large number of events they'd like to write about (it was the repeat authors that were the real culprit.) Once an author has been involved in a hundred events, it starts overwriting the cache based on importance, but most authors don't get to that number of events in their lives, so it's just not going to affect anything, or if it does, it would mean that the authors with super eventful lives focus on (lots of) stuff that's important, which is an improvement, but it would really take a lot of events to be noticeable. The zanier books about stuff that isn't important (important to us, anyway) will still be frequent.
The impoverished word selector thing is still there as far as I know, and I don't know what the deal is.
We haven't talked about mod moderation with Kitfox yet. I know Steam has tags for adult content and permits all manner of matter. I'm not sure if they'll want to have a say as well.
I think we mentioned them somewhere in the vastness of notes but I'm not sure when. The current 'strapped' stuff supports the upper body and waterskins get stuffed in pants and such, so there's some precedent floating around for various configurations which might be possible.
Something like that, yeah. More generally, when I get to other menus, I'm not sure if there will be one universal way to opt-in to keyboard selectors/etc. that you won't have to invoke over and over, just once. That seems preferable.
This question was asked before June got especially bad. Now I dunno. Wasn't a great month, but I'm still here. The game's always been weird but I think it'll be okay. Water every day, possibly enough.
Haven't added brush shapes yet. I don't know that we'll get to that at first, but it's certain possible to do that kind of thing now.
My second-hand understanding is that pre-sales are only permitted for large companies that Steam knows are capable of paying the pre-sale money back if something unexpected happens, but I don't remember where I heard that. I don't recall ever seeing an indie game with pre-sales, but I might be wrong. Things are fine now, in any case. The community has responded resoundingly and decided to keep us afloat.
Cooked seeds: Saving seeds from cooked plants as part of cooking is on the list of things to try to get in, since it can be harmful to new players especially.
Log rot: I don't recall any plans here. We only ever did the moss to show age, but definitely lots more to do.
Tags: They all need to be implemented manually, since weird stuff sometimes needs to be dealt with, so we just do them as they come up.
I'm not sure what you mean by the config option here. Broken forts just sounds like bugs to fix, and retirement certainly has its share, but maybe I'm just not thinking of a way to parse 'breaking forts' correctly.
Yeah, Ztats... I don't remember specifically if that's what we were thinking since it was so long ago, but it seems likely. I was certainly aware and can still visually the command coming up in the little cursor area on the lower right.
Let's see, we played Ultima 3 to 8, the two Underworlds, and the dinosaur one but not the mars one.
My favorite is 4 because it was so different from anything before, but the improvements from 5 to 7 were pretty inspirational in terms of how the world was becoming more interactive, and the first Underworld has a really striking claustrophobic survival atmosphere that I haven't felt recaptured in any game I've played since, though I haven't played a lot of the new survival-style games.
The current Pets/Livestock info menu mostly does this; name sorting works, though the type part is weird/broken now.
Arena: It's one of the borderline things for the first release, with Adventure, Classic, etc. I know it's really important to modders, etc., and is presumably a lot quicker to do than, say, all of Adventure mode. But now it's July, and we'll just have to see what happens as we work through everything. I haven't planned any major new features for it.
Crossbow melee weapon (I assume people that replied know more than me about this at this point, after all the testing):
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381057#msg8381057
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381102#msg8381102
Parry: The main code I'm finding here is that, for projectiles, the defender's parry roll is halved, and their block roll is doubled.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381188#msg8381188
Schmaven: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381238#msg8381238
Yeah, we had some specific plans for generated martial arts, and it was even kinda-sorta in Armok 1. But we haven't gotten back around to it in all these years.
If we added child play-sparring, I have no idea how much it should actually count.
We're not there yet. They aren't working on any new stuff until the video-needed art is redone, so we'll really be doing videos again as soon as it's possible. There was just an awful lot to replace.
We've tried at times to tie the spheres to justifications, as with the releasing of demons by all sorts of spheres for a variety of reasons. So hopefully we'd be able to provide an actual justification for why things happen when it comes to opposing necromancers in various ways. Obviously there's the practical reason of not wanting the world to be dead, but it's good to go beyond that, even as it relates to intelligent undead becoming poets or whatever and figuring out what is going on with society after all. Maybe some of them will be cool with that.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381619#msg8381619
1. Yeah, it's set up like that, though we've changed the sizes and some of the ramp-up formulas now. They don't have a reliable entity definition, so the regular trigger system doesn't apply to them.
2. One idea is that a simple hallway setup shouldn't be able to stop every siege, and we'll keep messing with stuff to accomplish this. I'm not sure if that means leaning more toward AI changes, rather than changes to trap mechanics. The big stuff we wanted to do with traps has to wait for the map rewrite.
3. Probably not, though we've taken into consideration all the various ideas surrounding childcare and hope to get there sometime before the far future.
4. One avenue we'd considered more recently was the coup stuff we have for the villain release. The claimant stuff from before never panned out, and I'm not sure when it'll be revisited. Internal civil war discussion also came up when we were looking at the stress code and miserable forts. But I'm not sure. Over the course of the army stuff, which is happening after the release gets cleaned up and villains get sorted, there will be a lot of new army UI and mechanisms, and things will become tempting from various directions I suspect, especially if the player is given a freer hand to mess about with their own civ.
We have various odd notes, some regarding what sorts of objects generally we'd want to allow. I remember one weird brainstorming triangle averaging between items and creatures and landforms, trying to capture as many possibilities as we can so that the code can remain 'future-proof', but I don't recall specifically if we considered intelligent items as a player option (we'd certainly considered them as a thing.) Waiting at the bottom of a river for 2500 years seems like it would need some kind of speed-up option, anyway.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382675#msg8382675
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382815#msg8382815
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382821#msg8382821
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382878#msg8382878
Rumrusher: http://www.bay12forums.com/smf/index.php?topic=169696.msg8383284#msg8383284
As suggested by the replies, nothing very interesting happens currently on top of what has already been mentioned (initial beliefs, prophets forming a simple religion, which can then spread as usual, etc.) I didn't check for shrines. The abstract religious infrastructure for megabeast religions increases, but I'm not sure it results in shrines, and I'm not sure if the resulting shrines have dice and what would happen if you roll them. Perhaps nothing, though megabeasts do have spheres attached so it might just go with it. We'll have to wait for adv mode to be updated!
Not yet. There are a lot of bugs to fix.
It would be a new feature push to do anything formal in the entity files. The w.g. stuff initially happens at the historical figure level, and any religions that are formed later by prophets happen in the usual way (piggy backing off the civ def.)
Yeah, it requires the actual cavern surface. Have been contemplating ways to allow people to farm elsewhere, while still requiring some undersurface contact. This could involve, say, a soil gathering zone to place/improve a plot elsewhere, or something to do with irrigation. It's not just that we want people to dig a little deeper, we want the caverns to matter at all. Without several changes they might as well just be walled up whenever you find them, which is really not great. Also notable, the underground 'poor soil' farms work, they just aren't as good, and have to be much bigger to function as before.
Outdoor plant farming is unchanged.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8384735#msg8384735
Yeah, FantasticDorf is correct, though I've already forgotten the details. I don't remember specifically why regular zombies/evil creatures etc. were a casualty of this, or if they exist anywhere outside of demon/necro/mummy influence zones. We moved the nightmare stuff to certain of them, but of course that doesn't really come up in the fort (we could have bogeyman in those regions attack isolated dwarves sometimes and just ignore the day/night part of it if we were cruel I suppose.)
I'm going to save everything like that for the map rewrite/magic release now, I think. Sometimes it's fun to throw in surprises, and we have a few for this upcoming release (on top of the return of more robust underground animal people we've already mentioned), and it may happen again before magic, but it's all ultimately going to be gutted so there shouldn't be too much time spent there.
The stress system has changed a lot, and my impression is that situations like this in general can be handled a little better now. But they still won't like being in prison all that much!
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385449#msg8385449
dikbutdagrate: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385472#msg8385472
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385504#msg8385504
Yeah, we'd have to make more critters playable for sure, and there'd naturally be differences. At the very beginning, before the first release, things would obviously start all being very dwarf-like, since that's our starting point, and then it's a matter of expanding and restricting to make the differences arise. Anybody's guess how different they feel on the first magic release. I imagine there'll still be quite a bit of residual 'dwarf feel' for the other/procedural start options, with some striking differences, and that they'll then continue to grow apart.
Yeah, there was a point some time after screwpumps where animal power was considered, with some kind of treadmill / conan-wheel-for-animals situation of some kind, but we never got to it. I'm not sure when we'll get a chance.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385616#msg8385616
clinodev (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8385644#msg8385644
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385669#msg8385669
So there's a whole chunk of site finder left to do that straddles Stage 2/3. The main thing for us is just making it more responsive, but we can consider other stuff while we are there. I agree shallow metals isn't satisfying at all.
I dunno, this feels like a little too much, attaching the tutorial to world generation, though I'm not sure why. Maybe it's not a bad idea overall. I have some warnings on those options, the ones which cause worldgen to take longer than a minute, though yeah I'm sure some people will ignore them.
Yeah, Alexandra gave us a related reddit link. There's certainly a lot of relevant information for us. Any point on toil reduction is important of course, and we haven't handled a lot of stuff that's in the survey for the release. The military and labor are notably different now, but farming/nest-boxes/etc. aren't really. Tracks are a little easier to make now, but we still need a track inspector. And so forth! It's a lot of good stuff.
Quote from: SammyLiimex
Does breaking into the caverns still essentially destroy your FPS? I remember the game losing a ton of FPS back in the day if you broke into them, and it was one of the reasons you didn't want to do that. Has this already been mitigated, and I am so stuck in my old ways that I never realized it? Will the steam release include performances fixes for these sorts of common FPS losses?
We haven't observed this, and I'm not sure what it would be. Something to do with webs and looms?
Quote from: Central Speaker Dan
The information provided about being able to change the difficulty settings (encounter triggers, wealth, etc.) on embark made me curious about two distinct things. The first was the changing of these setting during an active fort without having to go to save files. Even if this required the game to save, quit, relaunch, and reload, this would be a fantastic storytelling tool, one that is already heavily used by many DF storytellers.
My second thought/question extends on from the first... In the future, could we see these variabes being modified dynamically in the game itself?
This is slightly complex to explain the use-cases of, but I'll try to be conciese...
Certain collections of modifiers could be made and defined as 'Periods'. A 'Period of Peace' might start when there are no wars and most factions have good relations. This period would slightly nudge the conflict rate down by modifying the settings approapriately. Similarly, if relations between many factions are bad, but haven't yet resulted in war, a 'Period of Tension' might occur, which raises the likelyhood of certain kinds of hostilities, reduces the elf-enforced tree-cutting limit, theives are more common, etc. Finally, to continue the example, a 'Period of Conflict' might start when a large number of wars break out, or a lot of sites are conquered, increasing the likelyhood of raids, seiges, and other threats, before things eventually settle down again.
This could later be tied into the economics, job assignments and other systems, so that these things also vary, such as having more guards during a 'Period of Tension' and harsher prison sentances, and weapons and armor being in high demand during a 'Period of Conflict', making them more valuable as trade goods.
Obviously, this is a big, long term kind of thing that would need to be strong enough to be noticable, but also not so strong that it derails things too often. Balancing would be a nightmare.
I'm curious if this kind of abstracted mood or relations layer is something that you have considered, or your thoughts on it more generally?
clinodev: http://www.bay12forums.com/smf/index.php?topic=169696.msg8379318#msg8379318
Yeah, as clinodev says, we'll be able to change a lot of stuff on the fly, and which settings go in at the world level, which at the embark level, and which at the any-time-at-all level comes down to player happiness now rather than anything technical. Right now difficulty is set at embark (including customizing all of the trigger values), but there could be an option to make that available as a settings tab available during play. I imagine some people will wanna be locked in, and others will want to freely change things.
Exceptions include most world options, which are almost entirely in the world gen parameters where it makes sense to have them. Like, once it generates X titans, there's no point in changing that number.
I'm not personally super interested in an abstract later - I'm interested in the simulation giving rise to stories. For instance, one of the goals of the army arc (which we may not attain depending on the political side) is to get rid of the need for siege triggers. However, I'd be willing to support stuff that's (1) easy to write and maintain, and (2) plays nice with the simulation. A stark example of this is the "disable invasions" difficulty option. It's obviously not part of the simulation, but it can easily live alongside the simulation and I don't have to work much to keep it around. So we may see things like this expand our difficulty options as people suggest them. Another caveat - stuff like the periods you describe would fit right in with deity influence etc. etc., so may in fact become part of the simulation if things go that way, on a per-universe basis.
Quote from: FantasticDorf
More questions about the irritation mechanic: 1) Is it a behaviour attached to a token on a creature (such as all or some giant animals through CV's) or a always present enviromental hazard?
2) And does it apply to the naked wildnerness animalpeople as we know it already? (though i would be suprised if animalpeople aboveground were united into their own civ-group alongside subterrenean people given the extreme variety, much least that'd mean a expansion of the entity file, or some hardcoded function)
I dont want to get the idea that a sudden stampede of irritated rhinos can be misinterpreted as a pseudo-siege, but there is getting a slight perceptive disparity over what 'irritation' means and its participants with your ostrich example of mundane animals as a overall mechanic. But maybe im just overthinking it.
1) I think it just applies to any aboveground wilderness population creature.
2) The aboveground animal people don't have entities or anything, and they get hit with it as well.
Quote from: brewer bob
With the internal menus for the settings coming, will we still be able to change the settings in d_init.txt, init.txt and other such files? I'm personally more comfortable with editing the settings with a text editor, so I'm curious to know if this option will still be available.
These types of files should still exist, yeah. I'll have to save the settings changes people make, and that can just be in text. I'm not sure if it'll end up in a separate file, etc.
Quote from: squamous
Will both version of the game receive the same updates other than graphics/UI/mouse support stuff?
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8379671#msg8379671
Once we get Classic ready, yeah, it's all the same code base, so everything that isn't a menu needing adaptation comes for free, and once the number of menus needing adaptation isn't the whole game, I should be able to keep up with that for every release as well. The new vanilla music and art are Premium only of course.
Quote from: SammyLiimex
Does the premium version have tools like this? For example, if I can designate a bedroom, then copy and paste it a few times, then that will be faster than even the keyboard controls currently are. Once they are dug out, can I then place all the room's furniture I need, then copy and paste those into the other bedrooms? I don't want you to actually just become a clone of other games, but all these other games have these Quality of Life features for a reason.
I mentioned blueprints last month as something that's on the table, but we don't have anything like this yet. Building placement definitely needs a bit more help.
Quote from: Broms
Are there any plans for updating stockpile settings to either:
Allow stockpile priorities (Important/High/Medium/Low, defaults to Medium for example) - similar to Rimworld and other games
Change Allow stockpiles from both give/take from either linked or any, to allowing individual link/any options for either give or take? Ex: Main storage stockpile is set to take/give from all, and it is linked to give to bar stockpile #1. Workshops and such wouldn't be prohibited from taking from the main storage stockpile without a link to the main stockpile.
I bring up #1 because having a low priority central general stockpile has obvious benefits, allowing you to set up more targeted higher priority stockpiles elsewhere. It would make sense for stockpile links to override priority settings.
If option #1 is not viable, then I bring up #2 because it would be useful to have a central general stockpile, and occasionally link new more targeted stockpile to it somewhere else without limiting everything else from taking from the central general stockpile. At the moment once you've introduced one linked stockpile, you're essentially forced to establish links to every workshop or other stockpile that would have otherwise had access to the central general stockpile, making it an all or nothing choice which can cost someone a lot of time depending on the amount of workshops that might use that central general stockpile.
I think this is an area of opportunity that would benefit from some type of polish for new future users.
There've been a number of different suggestions about this over the years. I'm worried about CPU load with priorities, where every item in every stockpile would be more potentially restless about its storage, and item storage is already troublesome CPU-wise as is. It feels doable with some kind of under-the-hood management system orchestrating it, making it something other than auto-links everywhere, but that would be a larger project. On the other hand, adding some extra options for how links work vs. workshops taking from piles seems more manageable, unless I'm missing something.
Quote from: Buttery_Mess
Will it be possible to turn off tooltips?
That's not in there now but would be quick to set up. I'll keep it in mind for the settings stuff I'm about to start.
Quote
Quote from: voliolWhat was the nature of the bug tipped by Putnam?
Will the fix have a visible footprint on the in-game cultures? I.e. will there be fewer/more books in a given world, or some properties of the former being rarer/more common?Quote from: Eric BlankDoes this book change imply authors in WG will spend less time reading books, or less time writing books about books? Necromancer towers can often contain books about the writing of a book that details the history of a book, which is a rebuttal of a book, about the author, all by the same author. Could really do with some books on what they think the meaning of life and death is or magical theory something, though that's more for myth and magic update.
With the impoverished word selector, are we looking at additions to the vocabulary and symbols lists again, or a workaround that let's them choose off-topic vocabulary?
And do you/Kitfox have a plan to deal with Steam mods that might contain adult content, like the words you removed some time ago, "nude" mods, cow woman milking, manure etc (you know it's going to happen)
It was authoring the various books that need historical information about the author. They went over the totality of history too often, and history is always growing. I was troubled at first that it wasn't specifically art-form related, but the world gen times prove that this was the big block. It's possible that the authors no longer attempted books when art was turned off because of the various writing forms and some of their linkages to the other art stuff, but I'm not really sure.
Any changes to books should be unnoticeably subtle, and only for certain authors - authors still go over all of history, but they keep track of where they left off and cache a large number of events they'd like to write about (it was the repeat authors that were the real culprit.) Once an author has been involved in a hundred events, it starts overwriting the cache based on importance, but most authors don't get to that number of events in their lives, so it's just not going to affect anything, or if it does, it would mean that the authors with super eventful lives focus on (lots of) stuff that's important, which is an improvement, but it would really take a lot of events to be noticeable. The zanier books about stuff that isn't important (important to us, anyway) will still be frequent.
The impoverished word selector thing is still there as far as I know, and I don't know what the deal is.
We haven't talked about mod moderation with Kitfox yet. I know Steam has tags for adult content and permits all manner of matter. I'm not sure if they'll want to have a say as well.
Quote from: Tachytaenius
Are blade scabbards planned for the future, and if so, would they be able to go on one's hip/waist? (More realistic (for longer weapons at least) than on upper body.)
I think we mentioned them somewhere in the vastness of notes but I'm not sure when. The current 'strapped' stuff supports the upper body and waterskins get stuffed in pants and such, so there's some precedent floating around for various configurations which might be possible.
Quote from: BrythonLexi
To clarify regarding designations; does this mean that a mouse only or wasd+mouse designation method will be the default, with the traditional keyboard-only approach having a way to be enabled for players who prefer that method?
Something like that, yeah. More generally, when I get to other menus, I'm not sure if there will be one universal way to opt-in to keyboard selectors/etc. that you won't have to invoke over and over, just once. That seems preferable.
Quote from: WereDragon
How are you holding up given what is probably a lot of stress? Do you worry that the game will not be recieved well? Are you drinking enough water?
This question was asked before June got especially bad. Now I dunno. Wasn't a great month, but I'm still here. The game's always been weird but I think it'll be okay. Water every day, possibly enough.
Quote from: Pillbo
Will we be able to click and drag round and rectangular shapes for constructions/designations, à la mspaint?
Is there are reason you're not doing pre-sales to boost your income for the time being?
Haven't added brush shapes yet. I don't know that we'll get to that at first, but it's certain possible to do that kind of thing now.
My second-hand understanding is that pre-sales are only permitted for large companies that Steam knows are capable of paying the pre-sale money back if something unexpected happens, but I don't remember where I heard that. I don't recall ever seeing an indie game with pre-sales, but I might be wrong. Things are fine now, in any case. The community has responded resoundingly and decided to keep us afloat.
Quote from: Tachytaenius
Will cooking plants ever drop seeds?
Do you have any plans for logs themselves to wear out over the centuries, and if so, would that include constructed buildings? Would we have to do dwarven demolition of old surface buildings?
How come there's such a limited selection of creature tags you can put on a syndrome with CE_ADD_TAG?
Have you ever considered adding config options for features like unretiring breaking forts and such?
Cooked seeds: Saving seeds from cooked plants as part of cooking is on the list of things to try to get in, since it can be harmful to new players especially.
Log rot: I don't recall any plans here. We only ever did the moss to show age, but definitely lots more to do.
Tags: They all need to be implemented manually, since weird stuff sometimes needs to be dealt with, so we just do them as they come up.
I'm not sure what you mean by the config option here. Broken forts just sounds like bugs to fix, and retirement certainly has its share, but maybe I'm just not thinking of a way to parse 'breaking forts' correctly.
Quote from: brewer bob
There was some mentions of the Z-status screen changing earlier, which reminded me of some not so DF related things I've been wanting to ask:
Did you possibly intentionally (or subconsciously) choose the z-key for the status screen because it was used in the Ultima series (Ztats) and, I think, some other old crpgs?
Speaking of Ultima, you've mentioned they've influenced you in world building, so my next question:
Do you have a favorite Ultima game or which one influenced you the most?
Yeah, Ztats... I don't remember specifically if that's what we were thinking since it was so long ago, but it seems likely. I was certainly aware and can still visually the command coming up in the little cursor area on the lower right.
Let's see, we played Ultima 3 to 8, the two Underworlds, and the dinosaur one but not the mars one.
My favorite is 4 because it was so different from anything before, but the improvements from 5 to 7 were pretty inspirational in terms of how the world was becoming more interactive, and the first Underworld has a really striking claustrophobic survival atmosphere that I haven't felt recaptured in any game I've played since, though I haven't played a lot of the new survival-style games.
Quote from: SammyLiimex
Is there going to be a more user friendly animal stocks page? I would like to be able to sort them by name, type, etc; but in the current DF version, they are all in a giant list by join date, which is kind of pointless and hard to figure out what you have.
The current Pets/Livestock info menu mostly does this; name sorting works, though the type part is weird/broken now.
Quote from: WereDragon
I was in the object testing arena playing around with melee ranged hybrids and i ran into some issues, but it got me thinking (the issue was there are no quivers in there but anyway)
Will the object testing arena be in the first release?
As an extension, will i be able to make and save presets (grand master axedwarf with all relevant skills and full armor as an example) itd make repeated testing nice, one 5v5 can be misleading
When a dwarf has a crossbow they try to stay back, when they have a melee weapon they tend to rush the enemy, how do they behave when they have both?
What makes crossbows such a bad melee weapon? (gave a steel one to a bronze colossus and they only bruised their victims to death yikes that’s ineffective)
Ive seen dwarves parry arrows, how good are they at it at comparative skill levels when compared to a shield
Arena: It's one of the borderline things for the first release, with Adventure, Classic, etc. I know it's really important to modders, etc., and is presumably a lot quicker to do than, say, all of Adventure mode. But now it's July, and we'll just have to see what happens as we work through everything. I haven't planned any major new features for it.
Crossbow melee weapon (I assume people that replied know more than me about this at this point, after all the testing):
Ziusudra: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381057#msg8381057
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381102#msg8381102
Parry: The main code I'm finding here is that, for projectiles, the defender's parry roll is halved, and their block roll is doubled.
Quote from: Obsidian Short Sword
Will there ever be Randomly generated Martial Arts? Will dwarven children ever play-spar with each other and get combat experience?
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381188#msg8381188
Schmaven: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381238#msg8381238
Yeah, we had some specific plans for generated martial arts, and it was even kinda-sorta in Armok 1. But we haven't gotten back around to it in all these years.
If we added child play-sparring, I have no idea how much it should actually count.
Quote from: voliol
Have the artists recovered enough of the art to do a showcase video any time soon? I found those were both very enjoyable and gave a clear image of how the GUI worked in practice.
We're not there yet. They aren't working on any new stuff until the video-needed art is redone, so we'll really be doing videos again as soon as it's possible. There was just an awful lot to replace.
Quote from: FantasticDorf
Q: Regarding the groundwork of "religious hunting orders", will they avoid forming in the death religion* or will a alternative explanation like ethical legality on necromancy/nightcreatures be introduced to motivate their behaviours?
Since the main proprietor of give & take for slabs (creating devoted followers who raise & destroy the undead) is the god itself as the source. Seems good for making bodies, but not for a clear view of what the sphere would now represent.
We've tried at times to tie the spheres to justifications, as with the releasing of demons by all sorts of spheres for a variety of reasons. So hopefully we'd be able to provide an actual justification for why things happen when it comes to opposing necromancers in various ways. Obviously there's the practical reason of not wanting the world to be dead, but it's good to go beyond that, even as it relates to intelligent undead becoming poets or whatever and figuring out what is going on with society after all. Maybe some of them will be cool with that.
Quote from: Urist McSadist
1.Right now necromancers can attack your fort at any time if you are close enough. Is that intentional?
2.What changes to traps can we expect before magic?
3.Will mothers stop bringing their babies to battle in the near future?
4.Do you plan to implement proper civil wars, and if yes, when would that be?
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8381619#msg8381619
1. Yeah, it's set up like that, though we've changed the sizes and some of the ramp-up formulas now. They don't have a reliable entity definition, so the regular trigger system doesn't apply to them.
2. One idea is that a simple hallway setup shouldn't be able to stop every siege, and we'll keep messing with stuff to accomplish this. I'm not sure if that means leaning more toward AI changes, rather than changes to trap mechanics. The big stuff we wanted to do with traps has to wait for the map rewrite.
3. Probably not, though we've taken into consideration all the various ideas surrounding childcare and hope to get there sometime before the far future.
4. One avenue we'd considered more recently was the coup stuff we have for the villain release. The claimant stuff from before never panned out, and I'm not sure when it'll be revisited. Internal civil war discussion also came up when we were looking at the stress code and miserable forts. But I'm not sure. Over the course of the army stuff, which is happening after the release gets cleaned up and villains get sorted, there will be a lot of new army UI and mechanisms, and things will become tempting from various directions I suspect, especially if the player is given a freer hand to mess about with their own civ.
Quote from: LordL
So the question is: have you ever thought of playing as an intelligent magical artifact?
We have various odd notes, some regarding what sorts of objects generally we'd want to allow. I remember one weird brainstorming triangle averaging between items and creatures and landforms, trying to capture as many possibilities as we can so that the code can remain 'future-proof', but I don't recall specifically if we considered intelligent items as a player option (we'd certainly considered them as a thing.) Waiting at the bottom of a river for 2500 years seems like it would need some kind of speed-up option, anyway.
Quote from: Alu
In the recent update it said, people tend to worship frequent attackers of the same kind. Is this where it ends, or does/can it go further?
like i.e. a contract involving sacrifice of humans or cattle in exchange for peace/protection or something?
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382675#msg8382675
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382815#msg8382815
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382821#msg8382821
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8382878#msg8382878
Rumrusher: http://www.bay12forums.com/smf/index.php?topic=169696.msg8383284#msg8383284
As suggested by the replies, nothing very interesting happens currently on top of what has already been mentioned (initial beliefs, prophets forming a simple religion, which can then spread as usual, etc.) I didn't check for shrines. The abstract religious infrastructure for megabeast religions increases, but I'm not sure it results in shrines, and I'm not sure if the resulting shrines have dice and what would happen if you roll them. Perhaps nothing, though megabeasts do have spheres attached so it might just go with it. We'll have to wait for adv mode to be updated!
Quote from: SammyLiimex
Does this new version address the super annoying issue of all military dwarves losing their assigned rooms every time you send them on a mission?
Not yet. There are a lot of bugs to fix.
Quote from: FantasticDorf
would it be possible within the next version to define megabeast worshipping religions on entity.txt? Or are they entirely by design w.g circumstantial?
It would be a new feature push to do anything formal in the entity files. The w.g. stuff initially happens at the historical figure level, and any religions that are formed later by prophets happen in the usual way (piggy backing off the civ def.)
Quote from: clinodev
Are the changes to farming depth based, or specifically surface soil and cavern based?
Have there been changes to farming that make irrigated stone plots on arbitrary levels less effective?
Encouraging players to dig a little deeper is lovely, but not at the expense of the Deep Plots that provide for the Dwarven Wine drank by the master smiths working at magma forges just above the lowest levels, when they take their rest.
In this general context, I've also been askedby dirty hill dwarves:
Will the changes will make actual outdoor plant surface farming less effective?
Yeah, it requires the actual cavern surface. Have been contemplating ways to allow people to farm elsewhere, while still requiring some undersurface contact. This could involve, say, a soil gathering zone to place/improve a plot elsewhere, or something to do with irrigation. It's not just that we want people to dig a little deeper, we want the caverns to matter at all. Without several changes they might as well just be walled up whenever you find them, which is really not great. Also notable, the underground 'poor soil' farms work, they just aren't as good, and have to be much bigger to function as before.
Outdoor plant farming is unchanged.
Quote from: eerr
don't get me wrong, goo rain and dust are both deserving of an evil embark.
but I miss the challenge of dealing with all the nasties that came with certain biomes.
Stuff like roaming undead animals and flying hungry heads that scour the earth hunting anything living.
did you remove standard evil areas intentionally?
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8384735#msg8384735
Yeah, FantasticDorf is correct, though I've already forgotten the details. I don't remember specifically why regular zombies/evil creatures etc. were a casualty of this, or if they exist anywhere outside of demon/necro/mummy influence zones. We moved the nightmare stuff to certain of them, but of course that doesn't really come up in the fort (we could have bogeyman in those regions attack isolated dwarves sometimes and just ignore the day/night part of it if we were cruel I suppose.)
Quote from: FantasticDorf
On the topic; with the changes being made to sustainability away from shallower layers to "more rich" farmland beneath what are your thoughts on the current state of cavern wildlife, and are we likely to see any biome alterations/isolated spheres in the caverns for the next version?
I'm going to save everything like that for the map rewrite/magic release now, I think. Sometimes it's fun to throw in surprises, and we have a few for this upcoming release (on top of the return of more robust underground animal people we've already mentioned), and it may happen again before magic, but it's all ultimately going to be gutted so there shouldn't be too much time spent there.
Quote from: dikbutdagrate
Are there any plans to improve the state of Dwarven recidivism in game? I see there are changes being made to the current stress system, will any of these improve matters?
A dwarf that gets thrown in prison for starting fights will likely only get worse while in prison, no matter how crazy expensive ritzy you make said prison.
The stress system has changed a lot, and my impression is that situations like this in general can be handled a little better now. But they still won't like being in prison all that much!
Quote from: Deno
If I remember correctly, when talking about the myths&magic update, you mentioned procedurally generated races and worlds that may not include dwarfs. Does that mean that fortress mode will be expanded to make all civilizations playable regardless of what race they are? Are there going to be mechanical or technological differences between different races and civilizations?
PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385449#msg8385449
dikbutdagrate: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385472#msg8385472
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385504#msg8385504
Yeah, we'd have to make more critters playable for sure, and there'd naturally be differences. At the very beginning, before the first release, things would obviously start all being very dwarf-like, since that's our starting point, and then it's a matter of expanding and restricting to make the differences arise. Anybody's guess how different they feel on the first magic release. I imagine there'll still be quite a bit of residual 'dwarf feel' for the other/procedural start options, with some striking differences, and that they'll then continue to grow apart.
Quote from: dikbutdagrate
We have pump screws which convert dwarves labor into power for the sole purposes of pumping fluids, but why don't have a device for converting dwarves labor into power in general, like a treadmill?
Yeah, there was a point some time after screwpumps where animal power was considered, with some kind of treadmill / conan-wheel-for-animals situation of some kind, but we never got to it. I'm not sure when we'll get a chance.
Quote from: clinodev
With all that in mind, are you considering expanding the site selection search for Premium? It seems like a low-effort, high return change, and would act as more of a difficulty lever than many other changes. Searching for sedimentary layers [edit: or really much better, particular metals and minerals] would produce a far higher chance of good sites, for instance, than "shallow metals".
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385616#msg8385616
clinodev (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8385644#msg8385644
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8385669#msg8385669
So there's a whole chunk of site finder left to do that straddles Stage 2/3. The main thing for us is just making it more responsive, but we can consider other stuff while we are there. I agree shallow metals isn't satisfying at all.
Quote from: clinodev
have you considered asking the "Do you want to do a tutorial?" question at the beginning of worldgen and locking the default "tutorial" experience to reasonable settings like "small" and "short"? This would go a long way towards discouraging the standard new player impulse to say, "I have a decent computer, let's choose Large and Very Long, heck, all max settings!" which leads to frustratingly long worldgens [Edit: and necromancer death worlds, and so on].
I dunno, this feels like a little too much, attaching the tutorial to world generation, though I'm not sure why. Maybe it's not a bad idea overall. I have some warnings on those options, the ones which cause worldgen to take longer than a minute, though yeah I'm sure some people will ignore them.
Quote from: FantasticDorf
Though DFhack is obviously seperate, what do you think of the filtered polled data in parallel to your current work on the steam release?
Yeah, Alexandra gave us a related reddit link. There's certainly a lot of relevant information for us. Any point on toil reduction is important of course, and we haven't handled a lot of stuff that's in the survey for the release. The military and labor are notably different now, but farming/nest-boxes/etc. aren't really. Tracks are a little easier to make now, but we still need a track inspector. And so forth! It's a lot of good stuff.
72
DF General Discussion / Re: Future of the Fortress
« on: June 09, 2022, 03:05:47 pm »
Keyboard stuff: There was some confusion over in the linked suggestions thread above and elsewhere about hotkeys etc., and generally I should clarify the different pieces of keyboard support and where we are at:
For hotkeys, I'll have to move some of them, since I can't assume we have a numberpad and wasd has to camp out over on the left side of the keyboard forever, but hotkeys for opening and using menus seems pretty easy to support. We do have to show them to the player somehow. Tooltips are one typical way, and there could be some layer that draws them under buttons as well (I guess some games have done, like, holding 'alt' for this kind of thing.)
For designations, I think the wasd+mouse combination can handle some things that people aren't giving it credit for (long tunnels etc.), and camera keys also work for doing up/down staircases. But we've listened to the feedback here, and a cursor mode is easy to support, since most of the code is sitting around for it and we already have cursor graphics. We just have to make sure new people don't get stuck in there.
For menu navigation, missing the numberpad and our old (sometimes inconsistent and annoying) methods of scrolling put us in a bind in some cases. Focus and button use etc. probably can't be the same between the various menus, because they are quite different from each other. Though I think, as with the Classic display and adventure mode, the main issue here is time. I see the pathway through for Classic/adventure stuff though, so it's easy to commit to doing those in as timely a fashion as possible after launch if that's the way we go. With a few of the menus, I'm not sure how much work it'd take.
We read through all of the comments and take them seriously, even the negative ones - there's no need to be rude or assume the worst. We're going to try to address issues and we think things are going to turn out well, but everything just takes time.
For hotkeys, I'll have to move some of them, since I can't assume we have a numberpad and wasd has to camp out over on the left side of the keyboard forever, but hotkeys for opening and using menus seems pretty easy to support. We do have to show them to the player somehow. Tooltips are one typical way, and there could be some layer that draws them under buttons as well (I guess some games have done, like, holding 'alt' for this kind of thing.)
For designations, I think the wasd+mouse combination can handle some things that people aren't giving it credit for (long tunnels etc.), and camera keys also work for doing up/down staircases. But we've listened to the feedback here, and a cursor mode is easy to support, since most of the code is sitting around for it and we already have cursor graphics. We just have to make sure new people don't get stuck in there.
For menu navigation, missing the numberpad and our old (sometimes inconsistent and annoying) methods of scrolling put us in a bind in some cases. Focus and button use etc. probably can't be the same between the various menus, because they are quite different from each other. Though I think, as with the Classic display and adventure mode, the main issue here is time. I see the pathway through for Classic/adventure stuff though, so it's easy to commit to doing those in as timely a fashion as possible after launch if that's the way we go. With a few of the menus, I'm not sure how much work it'd take.
We read through all of the comments and take them seriously, even the negative ones - there's no need to be rude or assume the worst. We're going to try to address issues and we think things are going to turn out well, but everything just takes time.
73
Announcements / The Bay 12 Games Report, June 1st, 2022
« on: June 01, 2022, 07:16:49 pm »
The Bay 12 Games Report, June 1st, 2022
Mission Status
The tragedy of Dwarf Fortress is like everything else in this futuristic modern world. You have to sell it to survive. But can we even do that right? It would be a real shame if we almost made it to the finish line and then fell flat on our face. We just need your help. It would have been great if we could have kept providing new content, ready to play with every update. It's just now we have to wait till after the Steam release. We are counting on your support. You must know by now that we are good for it. We are almost there.
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out in May! Support has never been completely stable, but the numbers have been sinking slowly, and this time they were a little worrying. We know things are expensive now, and it costs money for us to keep things going too. It shouldn't be that much longer! In June, we're going to continue making the game easier to learn, and hopefully we'll get well into fixing bugs by the end of the month. All this time, art has been coming in as well, and we'll keep posting news and logs with our progress.
May: $9664.66
April: $10053.33
March: $10183.91
February: $10297.88
January: $10382.37
Mission Status
The tragedy of Dwarf Fortress is like everything else in this futuristic modern world. You have to sell it to survive. But can we even do that right? It would be a real shame if we almost made it to the finish line and then fell flat on our face. We just need your help. It would have been great if we could have kept providing new content, ready to play with every update. It's just now we have to wait till after the Steam release. We are counting on your support. You must know by now that we are good for it. We are almost there."Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out in May! Support has never been completely stable, but the numbers have been sinking slowly, and this time they were a little worrying. We know things are expensive now, and it costs money for us to keep things going too. It shouldn't be that much longer! In June, we're going to continue making the game easier to learn, and hopefully we'll get well into fixing bugs by the end of the month. All this time, art has been coming in as well, and we'll keep posting news and logs with our progress.May: $9664.66
April: $10053.33
March: $10183.91
February: $10297.88
January: $10382.37
74
DF General Discussion / Re: Future of the Fortress
« on: June 01, 2022, 06:59:29 pm »Quote
Quote from: Suin all our time on bay12, we don't think we've ever seen zack post to the main page. what brought that about?Quote from: InariusIs there a reason you are going back to giving us twice-a-week instead of once-every-two-weeks news on bay12games dev blog ?
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8371175#msg8371175
Putnam: http://www.bay12forums.com/smf/index.php?topic=169696.msg8371178#msg8371178
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8378420#msg8378420
Inarius (op2): http://www.bay12forums.com/smf/index.php?topic=169696.msg8378440#msg8378440
We realized late that since Zach has been playing so intently lately, he can start posting his experiences while I was stuck in menu rewrites I was having trouble posting regularly about. Of course, around that time, my side picked up as well, so now we have a bunch of logs.
Quote from: Bloodwarrior
1 will prophets have more functions in the myth and magic update depending on who they serve.
2 would it be possible when prophecies come out to proclaim your own.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8371744#msg8371744
Bloodwarrior (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8371842#msg8371842
Ha ha, this is all very possible. Gods are going to be a big part of the update, for worlds that have them (and probably those that don't, though not so magically). The prophecies as they stand are a little strange, since I was using them to test a new language structure, but this is good, since you'll probably end up with something like the image creator to design your prophecy ha ha.
Quote from: Siredeturtle
In the past I remember mentions of adventurer-conquerors and government positions as a possible part of the upcoming Army Arc (the later being possible already with a little dialogue trick, but not very satisfying). After a long time and the current developments in the Steam version, my question is:
What can we expect from the Army Arc regarding adventure mode?
The development page is still current here - we're planning to add an adventure mode portion to the army arc, and the dev page currently has "Gaining civ-level entity positions (e.g. baron) by reputation or intrigue", "Basic command of large armies on travel-scale map", "Giving local combat orders to companions", and "Medical improvements". We haven't hit the details on it yet, and it's going to intersect heavily with the finishing of the villains release part of adventure mode, since you'll be able to command your lieutenants and such there. What I don't really expect is a lot of site administration - the worldgen sites just aren't that interesting since the economy turns off when worldgen ends. Some army raising and such, very likely, but not the actual responsibilities of each position - those will have to come in as their mechanics are intersected in later developments.
Quote from: GOTOTOTOE
in your gdc 2016 talk, you showed off the creation myth generator that seemed to be a generally separate program from dwarf fortress proper (assumably to be reintegrated into df when myths starts development). would you be cool with sharing it for the community to get a taste of myths long before it comes out or would this fall under code being shared? i would personally just like to play around with it since worldbuildings fun but i can definitely see how it conflicts with the "no code sharing" policy.
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8371829#msg8371829
GOTOTOTOE (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8371833#msg8371833
Yeah, don't really have anything to add to Eric Blank's reply here.
Quote from: Fikilili
Not entirely game related, but I've had this question living rent free in my head since the unfortunate and tragic death of Kentaro Miura, who left us with his unfinished magnum opus.
1. With the arrival of the Steam version and the ever growing list of to-be-added features in the Bay12 Development log, do you still feel like you'll be able to one day complete the game? Don't you feel overwhelmed by the sheer amount of work it represents, or do you really think you have the time to polish it/finish it completely before... Well, anything unfortunate happens to you?
2. If you and Threetoe were to leave the game unfinished, who would take the lead and keep its development? Would you leave DF to the community like ID Software did with Doom? Or will someone else keep developing it, albeit, in a different form?
Don't interpret my questions as mean spirited, but this last decade has been chokeful of artists who left us or abandoned their work without finishing it, so the slow but steady development of DF sometimes worries me. Although don't worry, I have faith in the two of you.
1. I'm not sure I've ever felt like I'd complete it. Always more to do! But that means it's not really overwhelming either. Polish is the same way - the Steam release will represent a big milestone for DF polish, and who knows what the future holds there as we continue to add things, other than a new minimum bar being set that we have to meet.
2. I have no idea, and it's not really up to us unless we specifically bring people on while the source is closed. There won't be any point making plans about this kind of thing until we see what happens with the Steam release. It's impossible to decide until we know what the situation is.
Quote from: BlueManedHawk
What is the "shrouded history" mentioned in the prefstring of kobold bulbs?
Threetoe: "The key word is shrouded."
Quote from: tiresius
Is there a matrix/spreadsheet screen planned that has skills in columns with rows being dwarves? Many city builders based on DF have this type of screen to quickly isolate/find which citizens are the best at things and it would help build initial militaries and finding the best gem setter in the fortress when needed.
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8372390#msg8372390
It's not planned currently. The work details and other changes are working well enough for most purposes, and I'm not satisfied with a giant 200x80 spreadsheet as something new players have to interact with. As something players can opt into, it's probably fine, but I won't have time to do anything like that for the first release while so much stuff is outstanding.
Quote from: BlueManedHawk
Why are fluffy wamblers immune to fevers, despite vermin not getting affected by fevers in the first place?
Ha ha, I have no idea. Future proofing? Copy-paste oversight? If it isn't just copy-pasted, I do try to keep the critters roughly in line with how we think about them, and I certainly don't want fluffy wamblers to be deathly ill, even if I can't stop people from throwing them at megabeasts.
Quote from: voliol
Last December you answered you did not know what would happen with the ASCII intro animation going forward. Has its future been cleared out by now? If not, where does figuring it out land on the road map, roughly?
And also, has the title screen been finished?
Ha ha, you answered your question pretty much - we haven't finished the title screen, but when we do, it'll be in or out. As usual, many things are just happening to moment they come up, since there's so much to do.
Quote from: Buttery_Mess
With the map rewrite, will you be taking a stab at improved hydrology? Specifically I'm thinking of tides, oceans that don't freeze solid every night, and perhaps icebergs? Will geysers ever be a feature?
Eric Blank: http://www.bay12forums.com/smf/index.php?topic=169696.msg8372673#msg8372673
Buttery_Mess (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8372764#msg8372764
Yeah, Eric Blank is correct - we'd really like to get the freezing stuff fixed, and whatever else we can grab would also be nice. Tides would be cool but it's a hard problem just to have the water move up and down one level smoothly without causing CPU terror, and it's probably just bad all around to try and do it on the fort mode timescale.
Quote from: Kat
I have a question, mostly to do with things that would be beneficial for creating mods, not entirely sure how useful they'd be for normal gameplay though.
Are user-definable clothing items something that might be implemented ?
What I mean by this is... I have a modded beastman race, they have horns. I'd like to be able to create clothing (and/or jewellery) that they could wear on their horns. So, being able to define new bits of clothing with a token like[WORN_ON_BODY_PART:HORN], would be ideal for me.
It would be cool. It's complicated to make things more details though, and the clothing generally feels sort of silly sometimes, because of the amount of calculation that has to go on just to get people to choose their clothing properly. I'd like to do something sometime though. I just noted while playing around the other day that amulets are worn on the head even though we have necks now, and I thought about a simple version of your suggestion, looked at the clothing code and was like, "well, some other time..." We'll have to see.
Quote from: voliol
Are you more decided on the issue of Adventure/ASCII mode making it in the initial Steam/itch.io release, or is that still up in the air?
For that matter, what about Legends mode? It was also included in point 5 of the roadmap, but as something closer to being finished, with only (?) the maps left to be done. Were those maps among the screens that were done this past month? It would be nice to be able to say ”Fortress and Legends modes, maybe Adventure and ASCII modes” instead of ”Fortress and maybe Legends, Adventure and ASCII modes” when people ask what’s coming in the (initial) Steam release.
The maps are still missing, but Legends mode is fit for its primary purpose. You can look at all the main pages and pop between them with the hyperlinks, and the age chronology is there.
Currently we are leaning toward a graphical Fort mode release - the community votes went solidly that way (about 2:1 as I recall), and the money situation is now slightly worrying though probably okay. It seems like a first good fort release then doing followups would be prudent and what people want us to do. As people know, I'm a big adv mode proponent (it's slowly becoming what the original draglay/armok were shooting for), but I don't think doing a series of releases will hurt anything, and fort mode is plenty of game. It's just a little weird to not have it there to start, for Boatmurdered etc. purposes.
The ASCII part is theoretically faster to do, and I haven't discounted it as a possibility yet - but if I get stuck in a morass of graphics-ASCII button conversions that are trickier than I imagined, it won't help our current releaselessness and the possible problems it is causing. It also seems like something we can do after people have a big chunk of game in their hands.
Quote from: gchristopher
Will there be changes to cart/track physics or build possibilities? e.g. Impulse ramps are a bug, but a wonderful one that'd be sad to lose without a replacement. Lots of current cart engineering relies on deep understanding of derailment and checkpoint effects. (Which has both good and bad aspects.) Will anything change mechanically?
Ha ha, I'm somewhat aware of the oddities and have thus far decided to just leave it since it's possible to get there stuck there for a long while. When Roadmap Stage 3 (the focus on bugs) begins, we might address some bits but yeah, I generally don't think we should remove fun/useful bugs if we don't replace them with new systems (e.g. quantum stockpiles.) And adding new systems is more dangerous as we get closer to release.
Quote from: Buttery_Mess
1. Have the tutorials been finalised? Do they cover everything?
Are starting scenarios/goals incoming in the near or long term?
Does the Steam release include a new intro movie?
Will the Steam release include new music? If so, has the music been made yet?
Will the Steam release include any sound (even if it's just menu clicks or something)? If not, will there be plans to include sounds in the future?
Mr Crabman: http://www.bay12forums.com/smf/index.php?topic=169696.msg8375491#msg8375491
Mr Crabman addressed much of this. Tutorials not finalized - I've added a pile of tooltips, I'm going to do instructional popups, and then we'll see if we feel like we need something more interactive or step by step. Because of the procedural geography of play maps, it's complicated to support in-depth tutorials (we either need a premade map, which has several major issues, or a reactive-to-your-genned-map tutorial, which is probably impossible to safeguard), but if they are needed, we'll have to do something.
Haven't made a new movie. It's beyond my capabilities to embed something graphical there, even if I had the file sitting there.
Music is in progress!
We have some sounds so far, but not many. I'm hoping for more, and shouldn't have an issue supporting them if we get them together.
Quote from: Tachytaenius
Hey, I was told I could ask a specific science question in this thread if all else failed, so...
How is exhaustion from firing a crossbow calculated? I know it uses attributes but what's the exact equation for what gets added to the counter value?
Many thanks for bringing DF into the world and apologies for the minor derailment
Exertion is just 20 points it looks like, and then that interacts with attributes when it actually has effects like falling over. The firing delay is 80 but then it rolls several dice, and if they are less than your skill, it takes off 8 points each. The dice are 0-2,5,7,15,100.
Quote from: Urist McSadist
1.Once bows and crossbows will get proper arcs, will modders have the option to keep the current firing lines for things like guns?
2.Will cage traps be nerfed before magic?
3.After the magic update, will there be more generic effects? As an example, could there be a spell that turns you into an animal and lets you pick which one?
4.I remember seeing a generated myth where the goblins were a cursed version of the dwarves. How exactly does that work?
1. Ha ha, I think there'll continue to be support for magical projectiles, so I think that's the case. And I'm not sure how bows and crossbows are going to work. Arcs there may end up be flirting with various AI/CPU/interface disasters.
2. This is quite possible, since they intersect very heavily with the siege improvement section of the army arc.
3. This also seems quite possible. One of the goals is to have more player control of vaguer effects.
4. In the prototype, certain 'evil' critters or categories are designated as possible curse outcomes, and it's generally for some major offense like rebellion against the gods. I expect post-prototype it will be more complicated.
Quote from: BlueManedHawk
What gameplay value does it add to have so many different kinds of stone, wood, vermin, gems, etc. when most of them are, for many practical purposes, exactly the same? How does this help to make the game more fun?
voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8377424#msg8377424
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8377430#msg8377430
BlueManedHawk (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8377487#msg8377487
FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8377506#msg8377506
I like having lots of stuff, and I think it helps with player story creation. I'd like to differentiate stuff more of course, especially the animals, but even without mechanical differentiation, I think it's still positive as long as the interfaces aren't overwhelmed (as they sometimes are.)
Quote from: falcc
When the second villain release is complete, what will the requirements be for a dwarf that dreams of ruling the world to be recognized as their dream having been achieved?
I guess they'd have to rule the world ha ha ha. Does that mean a successful puppet leading every civ? Maybe that's pushing it.
Quote from: voliol
Are the settings ThreeToe talked about in this devlog post the same as the ones in init.txt and d_init.txt, but with some more control over difficulty? Or will those settings have their own (in-game) menu?
It depends. There are three categories currently. World gen parameters (set before making a world), embark difficulty parameters (set on a per-fort basis, with settings persisting on unretire but not reclaim), and during-play settings from the to-be-written settings menu.
The current thinking is that difficulty triggers and such live at the per-fort level. Stuff like popcap, weather, temp, etc. that is more related to FPS/tech concerns will be in the during-play settings. Nothing should require messing with a txt file anymore, though it'll still read from there if you want to mess with it more permanently. If we have time, we'll add profiles you can save/load as well.
There's some question about whether certain difficulty settings like wave caps are more of a difficulty or FPS concern. Right now those live at per-fort, but things may get moved around.
Quote from: EuchreJack
When buying off Goblins with an Artifact, do original books count?
They use the villain rules right now, which cut out books. Hopefully we can have scholarly villans and rulers in the future that emphasize their book collections. Then it would be amusing to try to pass off a copy, especially if you copy it after the siegers arrive and make the demand.
Quote from: ZM5
I can't remember if this has been asked before or not - but in regards to the music, is there gonna be support for situational music changes? I.e megabeast fight or siege in fort mode (maybe different tracks depending on the megabeast or sieging faction, same for adventure mode megabeast/night creature fights), fading out when shifting back to "peace" mode?
There'll be a certain number of triggers, yeah, though I'll probably only have time to add them at first for situations for which the vanilla game has a track. Once we can say more about the music, we'll know how many vanilla triggers there are, but that's all still in progress as everybody is finishing up their respective stuff.
Quote from: squamous
Are there any factors besides ethical differences that impact the size of a civ's armies and/or war frequency? I've been genning a large humans-only world with multiple civs of differing ethics and I've noticed there seems to be a lot less fighting than what the population of civilizations should lead to, and I wonder if there might be any factors that I'm missing.
As for actual fighting, the personality of the leaders matter as I recall (excitement, confidence, ambition, deliberation), and the differences in population. They make a risk roll based on those.
Quote from: WereDragon
Do undead peasants still show up in sieges? If not, why? If so, why dont they outnumber the actual soldiers considering necromancers probably shouldn’t be sending all soldiers when they’re primarily taking hamlets down.
Why do dragons take 1000 years to mature? They don’t typically survive that long in worldgen and actually breeding them in dwarf mode seems… slow. It just seems odd when compared to rocs 20 years to max size.
Are there any plans for minor raw changes before the steam update? Basically stuff like animal men into animal people. For clarity between a porcupine animal men man and a porcupine animal man woman as an example
I haven't changed this. They just hand out weapons to the undead pops, it doesn't remember any of their professions from real life unless they were a historical figure (and I don't recall if it uses that information.) And the necros don't have to source their weapons from anywhere, since we don't have economic data yet.
Long, long ago, I vaguely remember running worldgens 1000 years, though perhaps that era ended before dragons even grew. It's aspirational. And maybe after mythgen we'll get some longer numbers again, even if we can't run them all year by year. Of course, procedural dragons are also in there somewhere, then it won't mean anything.
I'm not sure what all I will get to during Stage 3. Some bugs and issues are more glaring, though I agree with the change, especially since in interviews/logs etc. we always call them animal people and basically never animal men. It is the proper name.
Quote
Quote from: clinodevThere's a pretty good current reddit thread about problems with how necromancers work now.
As you're looking at difficulty options, what changes are planned for necromancers?Quote from: LuuBluumOn this specifically, would it be worthwhile to both make having any sort of undead affiliation (necromancer and undead both) more implicitly hostile to living entities, and also for living undead/necromancer-created monsters to better purge their preexisting affiliations to be more implicitly hostile? I definitely noticed in my campaigns way too many flavors of undead something-or-others milling about casually, which doesn't seem quite right.
For difficulty we've just adjusted zombies to be more in-line with other siege ramp ups (which were also broken, but not as badly.) But this doesn't address the worldgen situation, or the adventure mode situation, from your thread. I'm not sure the former is a difficulty question exactly, and we aren't addresing adv mode yet. But there could be some more changes with the bug fixes since necros/undead do have various problems. Haven't looked at that closely yet.
Quote from: A_Curious_Cat
A quick question about world-gen…
Why does the line that says “Forming lakes…” change to “Forming lakes and minerals…”? What is going on there? I’ve searched both the wiki and the forums, but I can’t seem to find an answer.
It finishes the lakes, and then adds the minerals bit when it starts making the minerals ha ha. I guess I ran out of y space or something.
Quote from: FantasticDorf
Quick question about the recent devlog
Maybe its too soon to say with the changes to nobles but: Regarding there are 2 types of nobles, [ELECTED] and [LAND_HOLDER] (occasionally a modded instance will mix the two) do [RULES_FROM_LOCATION] & [ELECTED] individuals such as mayors still count towards the caravan changes if you wanted a 'Republic' kind of fortress playstyle or wanted to stall nobles from appearing through conversing with the outpost liason.
The way the dialogue with the liaison works, when you cut off the nobles, you are opting out of ties with your civ, somewhat rebelliously. We haven't made it more complicated. You can mod out the nobles entirely and it should be fine. We'll need to do more complicated diplomacy etc. and really model the relationship to make it better, but we may not have time for that.
Quote from: LuuBluum
Since below-ground farming was changed, will we also see some changes to aboveground farming in a similar vein?
On that same note, do you think there would be enough time to work in seasons for aboveground crops, to keep them on-par with the belowground ones?
Aboveground farming is at least theoretically dangerous or requires the building of a wall, and we figured that was something. Shallow soil farming allowed you safety for no cost.
Ha ha, I have no idea what the seasons should be for all those plants. Probably don't have time for the research and data entry.
Quote from: voliol
I feel there will be/is a lot of questions this month, I hope I’m personally not overdoing it...
1. Can you assign non-wearable/non-carryable items to nobles, like furniture, and what happens then? Do they want them in their rooms, or is any deeper functionality left for a more thorough look at nobles at a later point in time (starting scenarios?).
2. Can you assign multiple items to the same position? Like a royal amulet and a royal scepter? Or is the idea that the item is a proof of identity, thereby making multiple items redundant/tricky to deal with?
1. It only lets you pick a sublist of holdable/wearable items, similar to the villian claim list. The symbolic side of it would only see the items for theft/recovery purposes anyway, so furniture would be wasted there as the code stands. We've just added a wear/hold function on top of that. You can always put furniture in their rooms of course. We haven't incorporated symbols into demands but that's something I can see spreading out into the old furniture demands and such too.
2. Yeah, you can assign as many as you want. They don't use them for identity purposes, but since faking identities is one of the few lies we are supporting/planning to support in the game, having multiple symbols should be fine as we get further into villainy.
Quote from: A_Curious_Cat
What, exactly, is meant by “irritation” in the most recent devlog? At first, I read it as “irrigation” but then I noticed it was actually “irritation” and now I’m confused…
Su: http://www.bay12forums.com/smf/index.php?topic=169696.msg8378287#msg8378287
Yeah, there's an irritation level for every underground feature. That's been true for a long time, but it was only used by forgotten beasts and there other bits there that made it not matter very much. Now it matters more tightly for forgotten beasts and also underground animal people. And there's an aboveground version.
Quote from: Su
the latest devpost says that the Z-screen has been removed and replaced with a tooltip.
how are keyboard users going to access this information? i'm becoming increasingly worried that keyboard support is going to become a second-class citizen, with controls going unshown and features becoming outright unavailable without the use of a mouse.
on an arguably more positive note - is there an official link to the updated roadmap? it sounds like things are nearing completion.
This may be the case. For instance, there are no keyboard cursors right now. People generally wanted 50 keypresses to be replaced by a few mouse clicks, and I don't think there were any general proponents of the keyboard in this case. There are some specific concerns, like with macros and stuff, but those would probably be better replaced by interactive blueprints etc. as in Factorio and etc. I'm all for hotkeys of course, and being able to pull up various information and get things selected quickly with the keyboard, but I've been leaning against replacement cursors and haven't heard a case for them. I've never seen a similar modern game use keyboard cursors, because it requires so many keypresses, something people have hated and mocked about DF for many years. And once we admit the mouse at all, wealth display being a hover etc. isn't a concern (although arguably it works as a hotkey for speed purposes.) But perhaps mouse use is a barrier generally for you - I haven't really heard from the keyboard-only side since they were the only side we'd been supporting to this point.
We haven't been updating a roadmap - it's just that one news post ( http://www.bay12forums.com/smf/index.php?topic=174112.msg8354566#msg8354566 ). And we've only just gotten through the first part, with the big question being whether we first release after Stage 3 or 4 or 5 or 6.
Quote from: BrythonLexi
What is presented publicly is that generated sites keep track of what they produce every week, such as milking or woodcrafting. I would like to know details of how this affects the world in general, but particularly:
- Items that adventurers are able to see and purchase in market stalls and shops of human towns, and trade depots of dwarven fortresses. Do those, and/or the existence of particular shops in general, get affected by such production?
- Caravans received in Fortress Mode. Are the products of those relevant civs generated spontaneously based on player need, or resource production and availability of the civilization sending merchants?
- Do those weekly production cycles continue post world-generation? For this question, that includes the 2 weeks between embarks/adventures, during Fortress Mode, and during Adventure Mode?
I imagine a "No" answer to mean that the items that exist at the end of world generation are all that will ever exist in Adventure Mode - that clearing a Mead Hall of items, then playing 10 years of a fortress, then returning to that Mead Hall in a new adventurer would still result in an empty Mead Hall.
For some reason, this loop of world generation regarding production and trade is something that has been keeping me thinking. If you wish to provide those details, it would mean a lot to learn how it works behind the hood, and what the consequences are for the rest of the game post-generation.
It's a whole huge thing, way too big for what it does, so I can't really go into all of it here. There's a division of labor, lots of migration, the crops are tracked week by week, town expertise is tracked which results in the various shop divisions, and every resource and product is also tracked, including its source. This is why people in the market stalls in adv mode can yell about where the stuff comes from - all of those statements are factual.
As I recall, this includes not just all the purchaseable items in towns, but most of the furniture and food in buildings. If I recall, the dwarf forts only have beds in some of the bedrooms because their bed resource stockpile from worldgen had that many to provide. But of course there are a lot of cut corners too, especially for newer stuff - shrines for instance, with their statues and dice, are all generated rather than pulled from resource piles, and I believe that's also true of all doors.
Caravans are continuously arriving and new stuff isn't made, and it's a lot more stuff than the typical adventurer will grab, so their stuff all has to be generated. The goods do take local materials into consideration.
The weekly cycles stop after world gen. That's basically where I stopped way back during the caravan arc as far as I remember. Got world gen production in as a model for post world gen, but didn't start post world gen. And yeah, if you clear out the categories of objects that come from the worlgen stockpiles, they won't return.
Quote from: Bumber
Several months ago I asked a question about a tile flag check for adventure mode and got a reply:QuoteIn adventure mode, the visible tile flag is the 5th bit. It cohabitates with some of the dwarf mode digging stuff to save room. Since I think the dwarf hidden flag might be if you ever saw it, not if you currently see it, where a new flag was needed.
Would you mind sharing what any of the other overlapping flags are?
Yeah, 4 through 9. 4 is 'lit', 5 is 'visible', 6-8 are that green memory map thing, and 9 is 'original cave', which impacts what name is displayed at the bottom maybe, maybe some placement stuff too though I don't recall.
In dwarf mode, 5-9 are used for designations (digging and smoothing.) 4 is for stockpiles.
Quote
Quote from: Eric Blankso from the 5/30 devlog, if I'm reading it correctly it sounds like there are now settings to explicitly control forgotten beast attacks and what sounds like animal man tribe attacks. Are animal man tribes going to attack in an ambusher style raids, and if so, what are their objectives? To steal items, kill dwarves, or annihilate our fort?
Like goblin sieges, can their demands be satisfied?
And on the topic of goblin sieges, does the new artifact demand happen every time or will they give up on making demands and just attack you after a while?Quote from: FantasticDorfQuestion in a similar vein: 1) Will animal-tribe irritables defined by [LAYER_LINKED] have any soft supportive additions to make them more than a enviromental hazard (maybe even playable on the level of a normal civ)?
2)'ly is the irritation global amongst all underground dwellers, or will the player be taking the Ire of a particular group.
Currently [SUBTERREANEAN LINKED] has mixed pro's & cons, (free layer animals, nobody knows who you are, not even yourself since you're not a civ), I can imagine once the update comes in, modders might want to upgrade the tribe people to less primitive forms (and attempt to emulate them). Its definitely appealing, as the only otherwise thematic entrance of underground dwellers currently appears by a disaster, which is workable for modding means but not always optimal.
Underground animal people want to shoot you with poison darts and stab you and have their mounts and beasts chew you and things. There's no negotiation or theft as it stands. They've always been sort of evil and non-specific compared to the aboveground ones. And we don't have time to do anything complicated with playability or anything.
Irritation is measure for each layer of the fort separately, and I don't think there's more than one civ per layer locally, though I don't recall precisely how they divide space up.
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Announcements / The Bay 12 Games Report, May 1st, 2022
« on: May 01, 2022, 03:38:02 pm »
The Bay 12 Games Report, May 1st, 2022
Mission Status
Another month burned, as the wheel of time continues to roll on. But wasted? No! We lit it on fire to warm ourselves for the journey to come, and for the light to guide us on through the last phases of the dream... becoming true! You will see too. All the complexities laid bare as you peer through the UI into a game so fun you may smash your computer just to get away from it controlling what's left of your life!
"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out this month! The C screen is done, and we're now working on the final menus and bits of menus to finish off Stage 1 of the roadmap. Hopefully we'll be done with that in May and be able to move on to enhanced usability and bug fixes. We now have three pixel artists working on the project to get the tiles finished off as well.
April: $10053.33
March: $10183.91
February: $10297.88
January: $10382.37
December: $10651.09
Mission Status
Another month burned, as the wheel of time continues to roll on. But wasted? No! We lit it on fire to warm ourselves for the journey to come, and for the light to guide us on through the last phases of the dream... becoming true! You will see too. All the complexities laid bare as you peer through the UI into a game so fun you may smash your computer just to get away from it controlling what's left of your life!"Congratulations to the generous!" -- ThreeToe
Fun with Numbers
Thanks to everybody that helped out this month! The C screen is done, and we're now working on the final menus and bits of menus to finish off Stage 1 of the roadmap. Hopefully we'll be done with that in May and be able to move on to enhanced usability and bug fixes. We now have three pixel artists working on the project to get the tiles finished off as well.April: $10053.33
March: $10183.91
February: $10297.88
January: $10382.37
December: $10651.09
