Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 7 8 [9]

Author Topic: Dwarf Fortress 0.34.08 Released  (Read 66228 times)

Thief^

  • Bay Watcher
  • Official crazy person
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #120 on: May 16, 2012, 09:00:28 am »

Does it work if it's changed to BLOCK ?
Logged
Dwarven blood types are not A, B, AB, O but Ale, Wine, Beer, Rum, Whisky and so forth.
It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

Funiculus

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #121 on: May 16, 2012, 01:01:38 pm »

Can't wait to try out the update!

I can already envision the acceleration tunnel and new prisoner occupation: Test Pilot
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Dwarf Fortress 0.34.08 Released
« Reply #122 on: May 16, 2012, 02:42:01 pm »

Falling units also count as 'falling objects' when calculating 'drop damage' now. I was in the arena, dropping elephants on same-team test subjects. Sure enough the victims take 3 "<body part> takes the full force of the impact" rolls, the same as the elephants dropping on them. This was with a 3-ish z-level drop.

Are drop pods still viable? Do falling creatures still take damage?
Drop pods NO LONGER VIABLE. Both the falling unit and the unit on the ground take damage when they collide. Darn it how do I edit the arena to have a higher sky limit...
The Doberbomb has gained a new meaning.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #123 on: May 16, 2012, 05:51:35 pm »

Falling units also count as 'falling objects' when calculating 'drop damage' now. I was in the arena, dropping elephants on same-team test subjects. Sure enough the victims take 3 "<body part> takes the full force of the impact" rolls, the same as the elephants dropping on them. This was with a 3-ish z-level drop.

Are drop pods still viable? Do falling creatures still take damage?
Drop pods NO LONGER VIABLE. Both the falling unit and the unit on the ground take damage when they collide. Darn it how do I edit the arena to have a higher sky limit...
Damn. :( Dwarven Deep Strike would've been so amazing.

I guess we'll have to "settle" on raining anvils and *lead mine cart*s full of ‼lignite blocks‼ on the enemy...

Hm, do Vampires suffer pain?  If not, they could probably fight your enemies even with a broken leg from the fall.  And Werebeasts heal everything upon transformation, so dropping dwarves shortly before they transform would be quite a powerful tactic.

Gobbo: Ha ha, stoopid dwarf smashed self on fall.  Dat stoopid.
*Urist McBitten transforms into a Werepanther.*
Gobbo: Gulp!  Now I know to fear the night!

davros

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #124 on: May 16, 2012, 06:39:09 pm »

That would be powerfull.
Logged
Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Rez

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #125 on: May 16, 2012, 08:18:10 pm »

What I've seen in my prisoner drops is that the falling creature won't take any damage if it lands on top of another creature from heights of up to 14 z levels and that 14 z-level falls don't certainly kill creatures that fall directly on to the ground.
Logged

Brewster

  • Bay Watcher
  • Dabbling Engraver
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #126 on: May 16, 2012, 10:08:23 pm »

In other news: Minimalist challenge build only takes one copper nugget now.

Edit: 4 in 25 lignite chunks actually produce. :-/
« Last Edit: May 16, 2012, 11:11:26 pm by Brewster »
Logged

Buttery_Mess

  • Bay Watcher
  • 11x11
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #127 on: May 16, 2012, 10:18:09 pm »

Shouldn't clay reactions produce more stuff now that stone produces more blocks? Bricks are totally pointless atm. This is a shame; clay currently serves no purpose. It's just a waste of charcoal.
Logged
But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.

Cobbler89

  • Bay Watcher
  • Cobbler cancels celebrate Caesar: mending soles
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #128 on: May 16, 2012, 10:29:32 pm »

Well, tracks are surprisingly easy to make (I'm designing in my head halls filled with automatic mazes of minecarts resembling something from a Zelda dungeon... because the thought of an overabundance of crossing paths amuses me), but I haven't quite got minecarts running on my fort for lack of spare time this week. I'm looking forward to seeing how tracks and/or carts affect trade caravan wagons, if at all (I would expect them to, but maybe this is for now a way to protect your trade depot with minimal danger to the caravan wagons? I'll find out, because I'd rather play with it than read the forums).

I do, however, have a bug report up on mantis, for what it's worth. http://www.bay12games.com/dwarves/mantisbt/view.php?id=5903 (I know, this isn't a bug reporting thread, but I figured that after Mantis itself the next best place to mention issues is somewhere directly related to the release.)

(Okay, I admit it, I'm lazy, only thought to mention the bug on the forums after I'd stayed up as late as possible with my job to get up for in the morning... still trying to be helpful here.)

At any rate, it strikes me that for fortress mode this whole minecart/hauling thing, along with the miscellaneous improvements/features that've come with it, could be for fortress mode a bigger change (once the kinks are smoothed out) than 0.34.01 with the necromancers that only show up if you're unlucky and the evil biomes that players not up for the challenge avoid rather than seek. (Hey, I'll get there eventually.)

Toady, for what it's worth, you continue to amaze me with this game. Keep it up! (Please and thank you!)


...
And because I can't resist talking to people who ninja me:
Shouldn't clay reactions produce more stuff now that stone produces more blocks? Bricks are totally pointless atm. This is a shame; clay currently serves no purpose. It's just a waste of charcoal.
Bricks aren't pointless if they multiply the quantity of stone you have to build with. Of course, you get less stone than you would before with well-trained miners, so it kinda rounds out in the end -- ordinary stone has been penalized, but bricks now have a reason to exist because they compensate for that penalty.

Agreed that clay stuff should be more interesting/useful. It's on the long list of things you can make for no reason but to sell (or satisfy the occassional wild mandate), which isn't typically an issue with a self-sustaining fort in which you can sell whatever you happen to get in your production cycle that you don't need.
Logged
Quote from: Mr S
You've struck embedded links. Praise the data miners!
Quote from: Strong Bad
The magma is seeping under the door.

Quote from: offspring
Quote from: Cobbler89
I have an idea. Let's play a game where you win by being as quiet as possible.
I get it, it's one of those games where losing is fun!
I spend most of your dimension's time outside of your dimension. I can't guarantee followup or followthrough on any comments, ideas, or plans.

Psieye

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #129 on: May 17, 2012, 01:08:07 am »

What I've seen in my prisoner drops is that the falling creature won't take any damage if it lands on top of another creature from heights of up to 14 z levels and that 14 z-level falls don't certainly kill creatures that fall directly on to the ground.
That was true up to the previous version. Are you claiming you've run an experiment with these results in this version?
Logged
Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Raven

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #130 on: May 17, 2012, 02:42:13 am »

Quote
increased coke reaction output

fuck yeah, how much?
Logged
http://dwarffortressitalia.tumblr.com/

Italian blog about Dwarf Fortress

Il primo blog italiano su Dwarf Fortress

Urist McCheeseMaker

  • Bay Watcher
    • View Profile
Re: Dwarf Fortress 0.34.08 Released
« Reply #131 on: May 17, 2012, 03:22:43 am »

Could someone test whether doors count as walls, and would make a minecart turn on a crossing? If that works, it would allow a lot of interesting mechanics.
Logged
Pages: 1 ... 7 8 [9]