Are tamed megabeasts eventually going to be able to breed?
Megabeast reproduction is on the
dev page.
Currently in worlds with long history, bronze colossi tend to get wiped out due to fact they don't breed and in world gen they aren't stronger than other megabeasts. When they are eventually randomized as well and more magic happens, is there going to be new way of getting more of them? Like crazy mages creating new ones or something?
Probably yes:
Rainseeker: Speaking of the bronze colossuses; could it possibly be that you have it be connected together with a bunch of bolts or something that could fall off and that's the way you could kill it even if it's solid.
Toady: I guess one of the things to consider is why is it there? Was it made by somebody?
Capntastic: Some sort of supernatural intervention.
Toady: I don't remember anymore, but was the one in Jason and the Argonauts made by Hephaestus or something? So created by a forge god type thing, right? Then there's the idea; could they have been made by old dwarves, then you have the problem of, well, can your dwarves make them? And then you get into the whole automaton segue into steampunk and so on. Then there's just them being ... or are they some kind of bronzey spirit of nature type thing, that's just kind of wondering around, causing trouble.
Ampersand: I don't know if you've ever played Morrowind or anything, but in the lore of Morrowind or Daggerfall even, the dwarves did in fact make a gigantic mecha.
Toady: Yeah, they had all kinds of steam automatons, right? I remember ... no I won that game, I think, if you're talking about the big statue at the end. So there's a notion of dwarves there, just ... there's something about steam [that] bothers me, I don't know why. Having all these steam powered ...
Ampersand: I don't think their giant machine was steam powered, it was part of Lorkhan ...
Toady: Oh yeah that's right, there's magic and stuff, and we don't have a whole lot of that, but we should, yeah. I don't remember what our thoughts on automatons were completely; I believe that having something like an intelligent automaton walking around would be an artifact type situation.
Are eventually civilizations and megabeasts going to have a more priority on what sites they invade? I know that civilizations make war because of torture and treatment of plants and such, but they do seem to be rather harsh on kobolds. Currently kobolds seem to get wiped out since they don't breed much and one army or megabeast is enough to wipe out all of them out. I'd imagine that civilizations and megabeasts wouldn't really bother kobolds much due to fact kobolds aren't much of a threat(well, I guess dragon might want to kill them if they steal from dragon, but yeah otherwise they get wiped out to extinction before year 200 so I never get to see them on medium history on fortress mode), but yeah. Kobolds are about same amount of threat and as bandit camps and I don't think bandit camps get wiped out by civilizations or megabeasts. Or at least they keep popping up more often than kobolds. Even besides improving kobolds' survival chances, I'd imagine young megabeasts would be more careful than adult size ones.
Yes, the current invasions are an unfinished placeholder.
Vaults' residents make me wonder if demons are eventually going to have multiple randomized types as well(I guess they might already have since all goblin civilization demons seem to be humanoid)? I heard 2d version had three types of demons with one being weak, one being lusty tentacle monster and one being boss type, do demons have that type thing going on or are they going to eventually?
They're already randomized. Is future versions going to have bandit leaders with combat abilities again? Currently they seem to be lords and masters without armor and only a knife. Also, why do some demon masters run at sight of adventurer and others one shot kill me?
Yes, villains are unfinished (
dev page). Cowardly demons is a bug.
Are we eventually going to be able to search in legend mode by species/race?
Most likely yes, but reminder that suggestions go in the Suggestions forum.
Are there plans to do more with yielded opponents, such as taking them prisoner?
I'd love to march into the bandit camp that's been harassing a town, dispatch the henchmen and then drag the leader back to the lord and see him put in the dungeons while I receive my rewards.
Yup (this all applies to NPCs too):
Justice
Surrender to those seeking you
You have to follow orders to remain in surrendered state (generally to go to a location or drop your weapon)
When you make a command that follows an order, there should be an option to skip ahead to stages of the journey (such as to a dungeon or halfway through the journey back if you want to attempt to escape from your captor)
If you leave the surrendered state, you should be attacked until you surrender again, though force should not necessarily be lethal immediately
Punishment
Initial beatings
Cutting off some small body part
Branding (requires wounds to support art image from crafts)
Stocks, buried to neck, tied to post
Caned, whipped, hammered
Executions
Imprisonment (until there are ways to escape, might as well retire the character, at which point rescue might be possible by a subsequent character)
Are conversation system improvements on the short-term todo list? (could really use some sort of filtering/sorting options) I would apply this same question to the Log system as well, it can start to contain A LOT of stuff. Would be nice to be able to flag items or selectively suppress certain items, etc.
One was already mentioned:
Is there currently any way to determine why people are fighting?
Aside from the occasional aside, it can be impossible to figure out why a fight is happening. That's a reasonably short-term goal.
Any chance we'll get any significant new features or functionality in the short-term, perhaps appended to the end of the bug fix cycle?
There will be new features after bug fixing as usual, but the length of the bug fix cycle is somewhat TBD, depending how broken the game is.
Will the future functions of civ leaders apply to players that are civ leaders?
Where possible, yes:
AFFILIATION ARC: You should be able to rise to the top of an entity (civilization, town, etc.) in adventure mode. While the full set of responsibilities that would entail will have to wait, it should at least be possible to attain this status for the first version. You should be able to do things for individuals. This could earn you favors from sleeping in their home and food gifts all the way to a marriage offer. There can be smaller entities like bandits and cults which could offer more unsavory tasks for similar privileges (steal, kill, kidnap, etc.). Can earn right to sleep in the large hall in town if you've become affiliated with them, but vagrancy needs to be punished and the camping must be harsher before this is meaningful.
Your followers
List of followers and ability to look at their information
Being able to take along aggrieved people for a time if you are seeking justice for them
Reputation with entity (see below) allowing for easier followers
Being able to issue orders to attack targets
It should depend, but orders to kill civilians, especially people they know, should result in various negative reactions, possibly including hostility and violence -- your behavior should cause these reactions as well
Being able to issue orders to distract and lead off targets
Being able to issue orders to stay at a site for general purposes (defense, caring for livestock, etc.)
Depending on loyalty, they should not follow unreasonable orders for long (like guarding a random wilderness location)
Expansion of personality system to support more value-judgment-based properties such as bravery vs. cowardice/apathy/recklessness
Better morale failures
Having your own entity name for your group if you have a high enough profile (or before that, but nobody will care)
Toady, there is any time frame to resume work on the night creatures? Vampires and Werecreatures aren't working well in Adventurer mode, and I remember you wanted to include some more.
Vampire issues are on the tracker.Do migrating armies show up in fortress mode? Is it possible to create a fortress that intercepts any armies heading towards your civilization?
Fort Mode only gets targeted invasions for now, but you'll get passers-by later.
Are there plans to fix the piles of people in forts and such this version? It tends to be an FPS killer which makes it very hard to play.
It's on the bug tracker, and yeah it's a bad one.