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Author Topic: First Impressions .40.01 AND BEYOND!  (Read 72608 times)

Sergarr

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Re: First Impressions .40.01
« Reply #300 on: July 09, 2014, 07:13:22 pm »

You can also now make walls of dead people and it will scare people away...
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._.

Mickey Blue

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Re: First Impressions .40.01
« Reply #301 on: July 09, 2014, 07:21:05 pm »

Sadly, out of nowhere, it crashed, and now anytime I play (even with new world genned) it crashes almost immediately. Maybe I'll try deleting and reinstalling (I know this is par for the course for a new release, just a bummer is all).
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etgfrog

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Re: First Impressions .40.01
« Reply #302 on: July 09, 2014, 07:31:04 pm »

This...is really silly now, started a new fortress next to some terrifying mountains, decided to make a massive amount of drinks for trade, 8 or so dark gnomes spawn and make a beeline to it guzzling about a hundred units in 5 minutes, so I draft some dwarves to go after them...they kill one then suddenly all of them are horified and the dark gnomes go back to drinking more.
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"How dare you get angry after being scammed."

RealFear

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Re: First Impressions .40.01
« Reply #303 on: July 09, 2014, 07:40:15 pm »

... I believe the reason they miss is because in time they activate, the goblins are already off the trap tile. So they're walking past it faster than it can attack them.

You can observe that effect in adventure mod while trying to attack somebody running away from you.
Makes sense, and lines up with my observations so far.
You can also observe that traps don't trigger after you step off the tile in adventure mode, so no.
I've experience the horror of the new "neck" part and traps in the same event.
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It's a reverse hostage situation, if you kill the snatchers they'll fill your fort with babies.

CaptainArchmage

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Re: First Impressions .40.01
« Reply #304 on: July 09, 2014, 08:01:18 pm »

Alright, here’s a new one from Heavymetal (http://www.bay12forums.com/smf/index.php?topic=140026.0): 7 in-game days after embark, a Flame Haunt turns up in the “missing” list. What?!


I have no combat logs.
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greycat

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Re: First Impressions .40.01
« Reply #305 on: July 09, 2014, 08:24:39 pm »

You are told what kind of masterpiece a dwarf creates.  A dwarf who dreams of creating a masterpiece gets a note on her thoughts saying that this dream has been realized.  However, there is no accompanying happy thought.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Hamsmagoo

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Re: First Impressions .40.01
« Reply #306 on: July 09, 2014, 08:31:10 pm »

Reaching one's life goal shouldn't come with a happy thought.  It should come with a sudden existential crisis.
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Aristion

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Re: First Impressions .40.01
« Reply #307 on: July 09, 2014, 08:31:28 pm »

Corpse catapults, while do not send the plague to your enemies, but can scare the enemy to death now.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

Sting_Auer

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Re: First Impressions .40.01
« Reply #308 on: July 09, 2014, 08:42:51 pm »

I'm sure this has been mentioned, but I'm quite annoyed by how farm plots only show stuff available to plant in this season with complete disregard to what season you have selected. Having to wait until the season starts to see what crops I can actually plant is very cumbersome.

Here's hoping it's just a bug and not an intentional change.
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Thank you everyone for the help! I've since flooded the fortress I was working on and now have a new one going up.

kingubu

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Re: First Impressions .40.01
« Reply #309 on: July 09, 2014, 09:00:10 pm »

Dwarfs found the dorms on their second sleep cycle.  So that's good.
War dogs are still failing training with "blah blah blah, piss off, blah" messages every 10 seconds
I have a mystery seed in my stocks and kitchen screens with a blank name and description.
Should I cook it?  Plant it?  It's a mystery.

I keep trying to drop trees on people and buildings and nothing is getting hurt/destroyed.  Sigh.

Oooh, migrants are here.  And I need more booze.  For me, the dwarfs are fine.
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Aristion

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Re: First Impressions .40.01
« Reply #310 on: July 09, 2014, 09:03:41 pm »

Great. Now I've got my fliers crashing into stuff now.
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I kept imagining this guy go "By Armok, not the dead roaches! Oh gods the hamsters oh the dwarfmanity!"
Devotes several hours a day making vampires an endangered species.

Panando

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Re: First Impressions .40.01
« Reply #311 on: July 09, 2014, 09:14:43 pm »

I installed fortress defense and it was pretty darn entertaining watching the sieges of dark stranglers. First, the moment they saw incoming dwarves they bravely ran away, climbing up trees. Running was extremely wise, because whenever a dwarf punched a strangler the struck part would explode in a mess of gore.

Combat training seems to have significantly changed. I was using a squad of 3 all who embarked with proficient weapon user and proficient discipline and I did my standard small-squad sparring thing, and after a year or so weapon skills had only increased by a few levels, and one had even become a wrestler, because her wrestling and unarmed skills had surpassed her spear dwarf skill. Fighting skill had developed normally. It seems dwarves must be showing a much greater tendency to using non-weapon attacks, especially striking. I don't believe general skill gain was any slower - as mentioned one had become a talented-ish spear user, and an even higher level wrestler, so had gained plenty of skill, just not in stabbing things. Observer skill now appears in the list, and discipline skill trains quite quickly.

It appears that personality has more affect on dwarves. Early on I was surprised to find my miner taking a nice break. I checked his profile and he like totally didn't believe in working hard. His break was both longer and came earlier than other dwarves. I suppose such guys naturally belong in the military, or as haulers. It was okay because later he fell off my magma stack to his death.
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Punch through a multi-z aquifer in under 5 minutes, video walkthrough.

greycat

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Re: First Impressions .40.01
« Reply #312 on: July 09, 2014, 09:43:01 pm »

Discipline skill does get trained in the barracks.  At least by Individual weapon drills, which is what my 2 migrant marksdwarf-recruits are currently doing.  They've both gained Dabbling discipline.
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

Archereon

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Re: First Impressions .40.01
« Reply #313 on: July 09, 2014, 10:06:03 pm »

A carp fleeing? THIS IS NOT DF ANYMORE

It was fleeing from a giant sponge, the creature which usurped its title of "king of the sea" by virtue of being unkillable prior to pulping. So it's weirdly appropriate IMHO.
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I want to tell you they were bad men, cephalo.  I want to tell you that with a better overseer the Fortress never would've gotten so bad someone would get offed in a pointless fisticuffs.
But the sad truth charlie?
It was inevitable.

TheHossofMoss

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Re: First Impressions .40.01
« Reply #314 on: July 09, 2014, 10:18:11 pm »

I like what they have done with hunting: I had no hunters, starting out with. Took me a while to get settled in, and in my haste, I forgot to make a farm. So I recruited my Wood Burner to become a hunter.

A herd of elephants were nearby, and we had tons of arrows. Instead of sneaking up on them like the last version, she SPRINTS AT FULL SPEED at them, and shooting wildly. She managed to hit one, and then she shot it full of arrows until she was out of them, and returned to the fort.

The elephant bled to death shortly after, but now she won't go and return the kill. Nor, will my butcher go and clean the animal. It also shows up as "missing" in the Dead/Missing Tab, even though she's walked over there twice for some strange reason, but still reported as "missing."

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On the Fifth Day of Axemas, my love saved the fort from...
Five sieging Werebeasts, four Giant Dingoes, three sneaky Thieves, two drunken Black bears, and a Titan killing spree!
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