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DF General Discussion / Re: Future of the Fortress
« on: January 04, 2016, 03:10:24 pm »
(usually do it when I change the dev page, so when I post the revised myth/artifact/magic stuff, it'll probably be locked and remade)
April 23, 2024: Dwarf Fortress 50.13 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.
Forum Guidelines
Look out! Your generosity is showing! If the signs and portents can be interpreted, 2016 should be our best year ever. We shall work tirelessly to earn the gifts and support you have shown us. The first things we will work on this year will be bug fixes, simple suggestions, and adventure mode improvements. Later, '16 will be the dawn of the Age of Myth as we introduce the myth generator and delve into all things magical. Thanks again, to all those who have stuck with us through the years, and to those who have just been inspired to help out.
It was a good year! Almost as good as last year which had the 2-year release wait bundled into its numbers. We should continue on having a few releases each month for a while, since there's quite a bit of cleaning up left to do. We'll update the development pages when we are ready to transition to the artifact/myth/magic plans, but I don't anticipate that will happen soon. There's the 64 bit test to do before that, after these ongoing fix releases.When it comes to deities, will they always be somewhat randomly generated, or are you considering making RAW defining deities to be an alternate option that one could take (if/when you get to it)?
if animal men receive any improvements following the introductory launch release phase of thier occupancy within your base, would you be able to set them additional labours not typically assigned to workshops? IE: task amphibious races to unrestricted building functions in underwater/lava (with magma safe clothing) settings such as the breaching of aquifers due to [nobreathe], or task legendary climbing ability flying races to scaling inaccessible rough wall verticality in order to build walls/haul/deconstruct?
do you have plans to make the children and spouses of nobles act like nobles? No, I'm not a masochist, why do you ask?
I know you said you'll be planning on hunting down bugs for a while, but what new features do you plan to work on next?
Is there any hope that with the upcoming development dealing with prehistory that we will finally see the dark fortress [CHAT_WORTHY] bug fixed allowing us to raw define chat worthy nobles for civs with dark fortress sites?
Now animal people are in the spotlight, are you going to implement something like [LAYER_LINKED] for surface animal people giving them basic weapons and armour.
Also, are you going to add in stone weaponry to equip both surface dwelling animal people and potentially the existing layer-linked ones as well.
Will adventurers be able to write diaries at some point?
Basically, every recorded event (dingo attacked, killed a deer, wandered around, climbed mountain) you could maybe find in legends mode, written in a paper we carry around, which can be found by other adventurers.
Toady: One of my biggest dreams as a modder would be the ability to lock the use of certain outfits and entity items to certain genders and positions (No men in dresses, royal guards/champions with unique outfits and weapons, different professions having preference for different outfits like priests). Would this be able to be added easily along with making clothes in various sizes for multi-creature forts?
I've noticed that you can restrict visitors from coming into your taverns, libraries, and temples. Will this ever extend to being able to ban certain races (of both visitors and your fort's own population) from accessing these locations? Like let's say I'm okay with letting human visitors and animal people hang in my taverns but elf visitors aren't allowed anywhere near my beer. Or let's say I want to treat the elves that are already within my population unfairly.
Will we ever be able to create production orders for statues/figurines/engravings of specific things?
Quote from: Max^TMToady... you monster... you fixed the sapient corpse butchering/eating/wearing.
I'm sure I'll end up figuring out a workaround before this gets answered, but was this a deliberate change or a side effect of something else, and is it just one tag or am I going to have to hunt down several to "unfix" the "fix" there?Quote from: Random_DragonAre you going to revert the "no using materials from butchering sentients" adventurer rule, or at least make it ethics-dependant? If you DO make it depend on ethics, could outsiders be free to commit cannibalism?
Scholars stealing books from our libraries when they leave: intended, happy accident, or bug?
While 34.11 and previous versions "spawned" sieges had often gob weapon masters, this does not happen in either df2014 or 42.x with the new "marching armies" of those versions and all the goblin sieges through the years i faced in any of my forts are always made of low skilled gob soldiers or recruits.
And considering they take 2/3 years to decide to come to your fortress in 42.01, it's important to note that the current dwarven military training can easily deliver a couple of legendary dwarves in only a couple of years by simply them sparring, transforming those gob sieges that were supposed to be threat a simple walk in the park when a single legendary dwarf can kill a dozen of those invading gobs by himself in no time.
So do you have plans to have gobs training their military skills in their dark sites the same as dwarves does in your fortress to get sieges challenging again ?
Toady, I've yet to get any titan/megabeast-worshipping historical figures as immigrants, despite targeting my worldgens towards creating them. Did you disallow them from immigration, or have I just been unlucky?
Also, did you take titan/megabeast worshippers into consideration when implementing the worship need & who you can build temples for?
I encountered groups of human and dwarven astronomers and scholars and mathematicians hanging out on a hillside near the fort, there were a few soldiers nearby guarding them, which made it a real pain in my ass to try and feed off of them. They hung around talking some, just kinda hanging out quietly some, in little clusters of 2 to 5, before heading back inside the fort to the library.
Much like my previous encounter with a cheetah hunting an ibex, this looked like a really natural sort of behavior, astronomers hanging out on a hillside at night studying the stars, guards escorting them, I would not have been surprised to see a telescope set up out there if they existed.
Did you include anything to encourage this behavior, or expect something like it, whereby astronomers and philosophers and naturists and such actually go outside and observe their surroundings?
I know they're small cute things, but is an adventurer gorlak supposed to be unable to open doors? I mean, he can hold a spear just fine...
Right now we can accept people into our fort and they will be sad being separated from loved ones. Will dwarves ever immigrate to our fortress to be with their families? Also, will dwarves ever emigrate from the fort for any reason?
1. Currently, the coordinates output in the Legends.xml file for sites are very imprecise and can be off by a substantial amount from where the site actually is in-game. Is there a plan to remedy this? Like, accuracy to at least the tenths or hundredths place instead of to the ones place.
2. Region borders are not exported at all. Is there a plan to implement this?
1. Will we ever have possibility to ask "What's happening?" or at least "to whom you serve?"in adventure mode?
2. I have seen a lot of loyalty cascade in adventure mode, for example than i rescued all merchants(about hubdred) from market and lord and some priests from temple, i created a band, captured hall. After it i leave the hall and one o priests that follows me tink that now he is lord... they started argue(i meant only speaking, it was in 40.24) and after hour IRL of shouting "I hear ... became a lord" they started a fight. After some point more and more merchants draws their knives... and after 10 minets IRL of fighting and about thousands pages of logs they killed my compainons and me. That's happened? In Legends i find only "Violent disagrement"
3.Is now any ingame method in adventure to understand to that faction nps belongs?
4.Why then you asked vampire about itelf in menu "ask about someone" he said : Vampire ... - it's me.
5. If you hear that army moving to settlement, how fast it will travel? Should you wait for weeks? For mounths?Will it come or not if you in settlement? Can player see how invaders capture the hall? Or it's only in abstract?
6. If you kill anyone you see in camp of marsing army, is it stop? Or enemies will load from absrtract to real and continue marsh after you leave camp?
7.If i order "to wait" me for rescued that has no family, in fortress and after it retire adventurer and unretire fortress... will him/they asked to be migrants?
8.That reasons using mayor to accept this if fortress retired?
9.That i need to do to see negative effects of alchogol to dwarves in fortress mode? If i created a burrow with one barrel of any kind of wine/beer/etc will it work?
Do you have plans for demonic fortresses (aka curious underground stuctures) to come back in any way, shape or form? Or were they supposed to be replaced by vaults?
Quote from: Random_DragonAre there any plans to bring back the idea of DF2012-style quests? As it stands, when discussing "army on the march" and "abducted child" rumors, the player is given the option to talk the other person into joining to escape or aid in a rescue mission, respectively.
Maybe beast, camp, and town harassment rumors could yield the option to offer to deal with the problem, starting it as a quest? Logically, the "agreements" section of the Quest log might be the best place to record and track agreements to exterminate bandits or beasts.Quote from: thvazDo you plan to come back with quests or assignments in adventure mode in any way?
It is impossible to know how to build good reputation with a entity just following rumors. Killing bandits harassing a hamlet cause people to call you a killer. Kill a vampire and people will call you murderer.
How soon do you think we'll be seeing multi-part weapons?
(numbers added)
1. Will we ever be able to customize our adventurer's likes and dislikes like we can their personality?
2. Will we ever get more Legends Mode tabs? Like for music/instruments, maybe?
3. Currently, underground plants are seasonal and aboveground plants can be grown at any time. This makes no sense. Will it ever be fixed/changed?
4. Now that we have dwarves suffocating on their own vomit, will there ever be some kind of dwarven CPR or other advanced medical procedures?
5. Will vampires in worldgen ever drain historical figures?
6. Will there ever be prisoners we can free in dungeons?
7. Will people ever commit crimes in worldgen?
8. Will we ever be able to find stolen children if they're anywhere besides in a dark fortress?
Right now, human villages aren't very interesting when compared to their towns, who now have several different types of buildings. Are there any plans to expand the buildings available to the smaller sites, so that we can perhaps see the occasional small inn, shop, or shrine in them?
Now we have guests arriving to use our Taverns and Libraries, what are the goals for their interactions with other Fortress facilities? I ask because a visitor got into a tavern brawl and broke his arm, but seems to be ignorant that there's a hospital across the corridor.
How long does it usually take for a whole new release (Mac and Linux included) to compile these days?
Are there any plans to expand upon the information given about books, poems, music, etc?
What happens if I tell a stinking tree huger hippie (read elf) citizen to cut down a tree?
What affects the different types of visitors that show up at your fortress? For example, how do you get monster hunters to show up? I've never gotten one with two several year long taverns. Alternatively, is there anything that causes more mercenaries to show up rather than bards and poets? Can you end up attracting more of one scholar type than any others, like have 80% of your scholar guests be doctors?
Might merchant caravans ever occasionally choose to fight when the player tries to seize goods, especially early on?
Will there ever be an Adventurer Mode theme?
When considering the future of legal systems in various towns throughout the world, are you thinking of going for emulation of legislation bodies (including but not limited to the monarchical leader of the site), with change to law occuring over time in preference to the (potential) self interest or pressures from citizenry, OR are you considering keeping abstract and flatly inline with the site's local's and beliefs?
How do worldgen vampire purges work? Do they just vanish, courtesy of an unknown act of the gods, or are there actual events involving vampire hunters/peasant mobs and such?
what compiler will you be using for the eventual 64bit DF?
When might the master/apprentice system enter fort mode and a skill system overhaul so that some dwarfs can only get so far in a skill and the speed a which they progress a bit like how attributes are limited?
Would this also mean dwarfs would need to learn how to craft certain items either from their master or reading it from a book/scroll, thinking that scholars would be able to study weapons and other objects and come up with a detailed design of it then that could be given to another dwarf to try and then think of a way to craft it.
Would giant elephants be large enough to qualify to be multi tile? (vertically above one layer but structurally the same) and would any of the multi-tile animals/creatures/mega-beasts/other relate to what your dwarves at ground level can reach? (unable to sever very much other than the legs of a bronze colossus for instance, without crippling it or gaining elevation?) or would it work normally?
How are Kobold names generated?
Any plans regarding whether that delicious brain-rotting venom will stay as the way it is?
Do undead created by evil weather effects exhibit the same changes to undead that were in the devlog?
So a normal human zombie will die if you cut it's head off, at which point it can be re-re-animated, then die if you cut an arm/hand off, can get re-re-re-animated, and then be permanently dead once you chop off the other arm?
Can we still found armed and armored zombies in sieges or towers?
Hey Toady, cool game, I'm a big fan. I read in the dev overview that the ability to pass long periods of time in adventure mode is a work in progress. How's that coming along? It would be fascinating to enact a "2nd world gen" to see the consequences of player actions over significant periods of time.
Do kids play with imaginary friends now? Do said imaginary friends not show up on the relationships screen? Because there's a kid playing with "Orshetdanman", and I can't find any "Orshetdanman" in the fortress.
I'm currently in the practice of obsidian casting, and I know damned well that a fair number of the floors and walls I'm casting in aren't magma-safe, but they hold anyways. One day, you're going to have to fix the system so that walls and floors made out of non-magma safe materials won't hold magma, but in turn perhaps you should make it easier to construct a magma-proof room. For instance, when I order that stone blocks be made I could order that they be made of magma-safe stones.And when I go to build floors or walls, there could be a handy option to restrict myself to magma-safe materials. What are you going to do to these ends?
As it is, coins are worthless outside their country. Will there ever be money-changers, maybe when there's an economy update?