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Messages - Death Dragon

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16
DF General Discussion / Re: Future of the Fortress
« on: August 01, 2019, 02:33:49 pm »
Thanks for the answers, Toady. The teaser about ghosts sounds cool.

With the changes to evil regions, is it now easier to tell if an evil region is a reanimator region or can that still only be found out by making a fort and checking if your butchering refuse comes back to life?

Quote from: Shonai_Dweller
What are some of the lucky dice roll blessings that you mention in the Steam update?
Item?  Pet?  Healing?  Are those new interaction effects?
Does that mean you can get a permanent (?) weapon or pet as a reward from the divination dice rolls, or did you mean you can get a blessing that will make your weapon more effective in combat?

17
DF General Discussion / Re: Future of the Fortress
« on: July 25, 2019, 12:19:43 pm »
Now that bogeymen are restricted to specific regions, are you going to make it possible for them to show up during fort mode?

Do you plan on making these dice based divinations possible to happen in player forts, or is that pushing too far into the actual magic update for now?

18
DF General Discussion / Re: Future of the Fortress
« on: July 18, 2019, 10:36:11 pm »
I'm so happy about the aquifer change. I was hoping for exactly that change, but I never expected to see it implemented so soon.
Here are a couple random questions:

Can zombies raised by a player necromancer mount on a horse (or zombie horse)?

When a necromancer gets kicked out of a site, can they migrate to a player fort?

I heard that the soundtrack for the steam version is already done. Do you know if we can get to listen to some songs from it before the steam release, looking at how long that's still gonna take, or is that just Kitfox' decision?

Is there any chance players will get access to some of your DF debugging tools? They would probably be very useful for modders. Also kinda related to this, being able to take control of any historic figure in adventure mode would be really nice for roleplaying.


Edit: Just found someone wondering about this on reddit:
Does the aquifer speed change also affect the rate at which they are able to absorb water?

19
The faces are really hard to differentiate, especially from farther away. I think giving them a head shape and a skin colour might be better, like with forum smileys:  :)
The skin colour could be different depending on what kinda emotion it is. Red smiley for stressed, yellow smiley for distracted, etc.

20
DF General Discussion / Re: Future of the Fortress
« on: June 14, 2019, 01:39:53 pm »
Related to the story you posted recently about Ustuth; since obviously assassination plots are now being carried out post-worldgen, do players have to worry about assassin's getting into the fort and killing our nobles? We don't get any special protection from those cases, right?

Assuming that's the case, do they show up hostile, trying to sneak in in ambush from the get-go? Or will we have to screen out other visitors?

I asked about this some months ago:
"Do you plan on making NPC assassin do their deeds secretly in a fort mode fort, like vampires do? What I mean is, will they be able to kill someone and leave the fort, passing by other dwarves without anyone noticing that they are a/ were the murderer?
It would be a bummer if they automatically just turned into "invader" status after the murder because that would mean no assassin would ever leave a player fort alive, like the guys who try to steal artifacts."
Toady:
"I hadn't quite gamed out fort-mode assassination details; I think the way you describe is probably best, as a parallel to the "successful" assassinations from world gen.  Sometimes, the w.g. ones 'fail', but there's still a duel where the assassin wins; this would probably be analogous to the invader version.  Undetected murder probably involves them succeeding in their stealth rolls until they are adjacent to the target, and then rolling a good attack, which it would then fudge and just turn into a murder (like the fell mood) -- if they aren't sneaking (because they are a visitor or a citizen), they'd just need one stealth roll adjacent to the target to simulate the sudden attack, say, and then the good attack roll.  The automatic fell murder strike successes have always needed some sort of additional justification or material check, but we can ignore that for now."

21
DF General Discussion / Re: Future of the Fortress
« on: May 23, 2019, 09:48:50 am »
Not sure if one of these has been asked already:

You said the new intelligent zombie can "can retain much of their old identity". What part of their old personality is missing exactly? Their memories and relationships?

Can necromancers revive intelligent beings as a "good" deed? (For example, reuniting old family members or helping with a murder case.) Or is that more of a magic update thing and beyond the scope of the current update?

Can a mummy be appeased by delivering the lost artifact back to it?

22
DF General Discussion / Re: Future of the Fortress
« on: May 06, 2019, 12:55:55 am »
Why do you think none of the community would own Dwarf Fortress on Steam? I imagine at least half of us are going to buy it.

I wasn't talking about one person begging for a mod to be posted at DFFD, I was talking about a group effort (not too much) to let people know that posting a copy of a mod where everyone can enjoy it, is much appreciated and healthy for the community as a whole.
I was talking about individual people from the beginning:
"And yeah, the other problem is that non-steam users will have to use some weird, inofficial steam workshop downloading site to get the mods."
I was just listing some negative aspects of the steam workshop and one of them is that people who buy the game on Itch will either have to use a steam workshop downloading site to get mods or beg for them. It's a pretty big downside to buying games outside steam, if you ask me.

23
DF General Discussion / Re: Future of the Fortress
« on: May 06, 2019, 12:22:57 am »
I said it in my post further up, workshop items do have comments, BUT you can't post comments on workshop items if you don't own the game they are for on steam. Even if you "sorta" own a game through the steam family share feature, you still can't post comments on workshop items.
A while ago I wanted to tell someone that their Stellaris mod wasn't working, but I couldn't tell him because I was family sharing the game and not allowed ot post comments. Thanks Valve.

Another interview:
http://www.indiehangover.com/interview-tarn-adams-of-bay-12-games/

I remember hearing about an audio interview that was done with toady during last GDC (not by PCGamer), does anyone know which one that could be?

24
DF General Discussion / Re: Future of the Fortress
« on: May 05, 2019, 10:56:03 pm »
There was another interview with Toady here:
https://kakebytes.com/2019/05/02/ep-25-dwarf-fortress-toady-one-returns/

Post a comment. Steam has comments.
You mean on their profile? I guess that works when they don't have comments turned off or their profile set to private.

An ingame mod browser from which you could download and install mods on any version of the game would be ideal, but that's more resources being spent on something that steam kinda already does, so probably not going to happen.

25
The huge back and the short legs make the GCS look more like a tick to me, which I guess is also a spider, just not the kind I was thinking of.

26
DF General Discussion / Re: Future of the Fortress
« on: May 03, 2019, 02:42:20 am »
How would you even contact the modder? You'd have to hope that they accept steam friend requests from strangers. And even then, they'd have to reupload the mod whenever it gets updated.
Using one of those workshop downloader sites is a lot easier, but they don't always function.

27
DF General Discussion / Re: Future of the Fortress
« on: May 02, 2019, 09:54:58 pm »
Did you know there is a very short preview of one of the new DF songs (fall season) on Dabu's website?
https://music.wixstatic.com/preview/62c446_df53752b07644de9841842bc4fcd153a-128.mp3
Seems nice for an ambient track, but I hope there willl also be some more exciting flamenco themed music in there. Maybe as combat music?

The great Simon Swerwer will fill the gap quite easily, I expect.
Swerwer is gonna be impossible to beat.

I disagree that the forums are or can become a walled garden. They are completely free and you don't even need an account to see links. But I understand how the biggest leap was the decision to go to Steam and the Workshop might seem like just a bonus feature - here's hoping it doesn't become a walled garden, or that at least the "Steam workshop downloader" site(s) work.
My problem with steam workshop is that, as far as I know, you can't upload mods for games that you don't own on steam. You actually can't even post COMMENTS on mods for games that you don't own on steam for some weird reason. It's very likely to become the place to be for DF mods, meaning if you want your mod to become popular, you'll probably need to buy the game on steam (instead of itch.io).
And yeah, the other problem is that non-steam users will have to use some weird, inofficial steam workshop downloading site to get the mods.
Steam workshop is great in principle, but man, I wish Valve wouldn't use it as a way to screw over their competition.

28
Evil ocean could be made murky looking and be given colors like brown, dark-yellow, dark-red for example I suppose, basically what the ASCII graphics do. The mist Japa mentioned also works though. Maybe good areas could have some sort of shiny sparcle effect or a glow.
I agree that it's generally not that easy to see alignment on the map with the ASCII graphics though. Having a map overlay separately that highlights alignment would of course still be useful to have for new players (I guess right now we only really have the search function), but I don't think it should be the only way to see the terrain's alignment on the map.

29
My personal choice would be something like this for evil/good biomes:

Spoiler (click to show/hide)
This looks way too jarring to me. It looks like a construction site or a restricted area. Could end up too distracting on the world map.
If it's toggleable, then I guess it doesn't matter, but I'm still kinda hoping for individual sprite sets (or at least something that meshes better with the rest of the map) because screenshots of DF world maps get shared a lot and it would be cool if those showed off every bit of individualism the world has to offer without needing some overlay.

Two examples with smaller trees. Half size and quarter size.

Spoiler (click to show/hide)

Spoiler (click to show/hide)
I think I prefered the bigger trees, but my real problem with these are the repetitive patterns on the forest and mountain areas.
Original tree size together with bigger mountains might be my favourite, but we'll see how that will actually look like.

30
I was also gonna say that mountains should maybe be increased in size. Right now there seem to be like 4 peaks per tile, which sounds a bit much and makes it look too spikey.

I also agree that alignment should probably be an overlay, but you could also just do what ASCII does and make separate sprites for good/evil versions of all terrain. Evil Forests could be shown as wormy tendrils and eye balls for example.
That would be a bunch of sprites though and would require a ton more once the magic update hits.

@Cruxador: It can be noted that DF displays the color of sand in deserts at the expense of showing the Evilness. It took me a fair while to realize that desert color did NOT represent Evilness but sand color, as opposed to most other biome types.
The wiki says that good deserts are cyan and evil deserts purple, is that not true?
http://dwarffortresswiki.org/index.php/DF2014:Map_legend#Biome.2FRegion_key

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