Are there plans to return the "L" button function to adventure mode keyboard? Much as I'm excited about all the new features that are coming, having to hover the cursor over everything I want to look at is the main thing keeping me away from the mode at the moment.
Are there any plans to add legacy controls to the game for those who were used to 47.05 and previous controls? I noticed a lot of the base structures aside from alerts were still there and was hoping that I could interact with all the new content in the old way!
DPh Kraken:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562254#msg8562254Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562280#msg8562280PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562305#msg8562305Yeah, we can't support two entire parallel vanilla interfaces, but we're still planning for keyboard support, without the need of a mouse. It's also possible that once our lua conversion can handle the full vanilla interface, people that want to come together and create a different interface (47.05 or otherwise) will have enough API hooks etc. to do so. The lua conversion is first going to handle procedural objects, but we'd like to expand it to interface objects as well, which should open up a lot of avenues.
I would assume that's just not feasible at all unless you limit it to one individual or group per (sub?)region/per species in a region, but if the objective is simply to provide wildlife encounters for the adventurer to hunt/track/avoid more explicitly than randomly popping up when you walk around on the local map, then is using the army code to create wandering 'armies' of wild animals spawning/despawning around the player possible instead? Can armies be created and destroyed arbitrarily enough for that to work? Not necessarily a complex mechanic gameplay wise, but it could be made more complex by conditions like season/time of day being taken into account. And armies also create trails of tracks that can be followed even in local play. If you can hide certain armies from the player until they are close enough/their tracks are discovered then that can contribute as an additional hunting mechanic. But you wouldn't get to seek out animal dens this way; they wouldnt have any.
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8559931#msg8559931I'd rather not use the army code because it's too heavy weight for a simple moving creature. It also wouldn't make very good sense, since you'd find several other creatures of the same type if you just did local travel through the typical generation mechanisms, so it wouldn't make any sense. It would be nice to have some lighter weight mid-level structure(s) on the region that handled it all more properly. This might also give us cool stuff like large migrations.
I know this is probably a super boring question, but how does the vision system work for NPCs?Has it changed at all with the introduction of Adventure mode, or will it change in future? Is it the same thing as the vision cone in the creature raws? I would assume it’s the same between Fortress and Adventure mode, but if not then what’s the difference?
Best I know is from the DFHack devs, that being its apparently it’s a massive array,and through the creature raws it looks like it may be accessible; but nobody actually knows how to interpret any of the data or how the mechanics work. Is it similar to CDDA at all? And in adventure mode is there a seperate interaction between an NPC LOS with another NPC, and an NPC LOS with the PC?
aSpatula66:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8560034#msg8560034I'm not sure what the massive array is. They just cast obstruction-sensitive sight lines within their range which are cleared with their vision angles (in adventure mode, as a Spatula66 says, in fort mode there aren't angles). The NPC-NPC and NPC-PC LOS stuff is the same as I recall, though it's possible I cut corners in the interest of speed at some point over the years. I try not to preference the player (aside from the loaded area) whenever I can, so that the sim stays simple.
With the Myth and Magic update adding procedurally generated magic, I’m very interested to see how and if curses are going to get expanded upo. Are there any plans at this point to add Deity specific curses? I think it would be super fun if a deity would bestow a curse based on its spheres. Or even based on how the dwarf/human/manbearthing miffed the god in the first place, kinda like with IRL mythological curses like Medusa or Echo.
Also, are there any plans to add curses that aren’t from gods? Like for instance, a curse on a tomb in world gen, or a curse from a necromancer onto a bloodline?
Lastly, are there any plans to add curses to the magic available to dwarves in fortress mode? Say, putting a curse through some ritual onto the tomb of the king/queen, or a macabre/fell mood dwarf with the right religious know how putting a curse on their artifact?
I think the curse system could add a lot of dimensions to each world through the gods and demons of the world and could even bring out some villain stories LOTR style, so I really would love to hear your thoughts and plans for that in the future.
aSpatula66:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8560033#msg8560033Yeah, this all sits right within the realm of things we are interested in (and as aSpatula66 mentioned, we already have the one non-deity curse.) It's all on the very very large table, so I'm not sure what we'll get to first, though we are rapidly approaching the time of actual decisions here ha ha. Which is cool.
The wiki mentions "traitor" dwarves. What are these exactly? Are they an unfinished feature or are they so obscure and secretive that no one has encountered them before?
DPh Kraken:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8560778#msg8560778I'm assuming the wiki editor(s) here was referring to the artifact heist dwarves, as DPh Kraken mentioned. It's not just accidentally revealing artifact presences (which isn't treachery), but dwarves being flipped in the tavern by visitors, generally through threats. They should be revealed by interrogation and in legends mode. It is an underdeveloped system, but people have seen it. At one point I remember complaints about it happening too often.
1. You've repeatedly brought up "mysterious mythological sites" as part of the Adventure tutorial arc. Is there any idea of how these dungeons may be populated? I had heard that there would be procedural nasties, but what of user-defined creatures?
Beta 26: Animal tokens on [MYTHICAL] entities?
2. Site code has a reputation for being unpredictably load-bearing. I wonder, do mythic dungeons sidestep many issues because they aren't entity-linked?
3. How's the food and drink in your new home?
ryno:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561331#msg8561331voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561344#msg85613441. These were fast additions to provide reliable intact tutorial dungeons. We'll be expanding out the concept, at which point, yeah, you should be able to get them populated. Right now it just looks for a goblin-type creature so that they don't starve to death in w.g. (ruining the quest tutorial.)
2. They are entity-linked. They get their equipment from one of the standard civs randomly, and use their entity to keep their pops from killing each other, similar to bandits. I could have used the vault-type entities, but that had some unwelcome baggage as well. It'll probably end up being a third+ option as the mythical site types evolve.
3. I like it just fine. Went up to Edinburgh and had some whiskey. Had a Sunday Roast. Had a nice souffles. Went to a chippy. Had a seaside doughnut. And so forth. The Mexican food situation is not ideal however, which was expected.
This may seem like a redundant question, but what else are you planning to add in the upcoming adventure mode update? And what are you planning to work on after that? I'm having a hard time keeping up with everything. Thanks!
jecowa:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561384#msg8561384We're trying to be finished with the adv mode beta, so I'm just working on tutorial stuff from now to launch I think.
jecowa mentioned some of the big bits. There are also the army/siege improvements, the adv mode site building, the lua beta, and etc. No fixed order set yet, and we likely won't fix an order for any significant future period. We'll just try to keep the ball rolling without disappearing for long.
can you elaborate on what the specific difference is between the Lua beta versus the Myth & Magic update?
voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561421#msg8561421I think voliol's reply covers it. lua starts with the existing procedural raw-style objects, and expands out from there as a tool to implement much of myth/magic. Myth/magic starts hard-coded (as we see with the mythical dungeons etc.) but will become more of a lua project as lua gets main-lined, hopefully getting us to a unified state before too long. We're just starting lua in beta because it's a huge change that needs to be put through its paces, but it won't be on a beta branch forever. Then it'll just be myth/magic (and more), with lua as a powerful tool for us and for modders.
Will player-made campsites (adventure mode) be finished prior to the release of adventure mode, or is that another update afterwards?
These are coming after the release. We're not sure when. Last we said, it was going to be with the first major update to adventure mode, but we're trying not to do major updates anymore, in the time sense. I'm not sure if we'll just try to do the existing interface as quickly as possible or blend it into some other feature, but it's a near-term thing (after the beta ends.)
Could Dwarf Fortress in the future allow for a 3D world map? Think Underdark - a giant system of caves and tunnels, possibly without any surface.
voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561794#msg8561794Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561814#msg8561814Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8561818#msg8561818Yeah, a large part of the former "Big Wait" was the "Map Rewrite", which in part was made to support just this kind of thing. We've figured out enough ways to implement the map changes piecemeal that we can now just start to slowly make the world more interesting and varied, and to allow the global 'map' of whichever worlds to be something aside from a 2D rectangle. There are still some huge issues (one of the major ones being how objects that fall into nothingness are managed when the whole 3D column isn't loaded, another being army navigation, another being interface display and interaction), but we're just going to go ahead and see what happens.
How much has Putnam's help sped up the work towards Myth and Magic? Is there still going to be a Long Wait?
Inarius:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562020#msg8562020Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562026#msg8562026jecowa:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562033#msg8562033voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562052#msg8562052Egan_BW:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8562058#msg8562058Yeah, we're really trying never to do long waits again. Putnam's lua work should be incredibly useful for the myth and magic stuff. An awful lot of it will take place in new scripts I think.
1. Currently the mysterious dungeons that are on the beta branch are only inhabited by goblins and a leader, is that subject to change? Are there going to be multiple different creatures that can appear in the dungeons once the update is finished?
2. At the moment all the dungeons and primordial remnants in a world are associated with the same single Sphere, is this going to be changed? Some variety here would be nice.
3. Right now magical items only allow the user to use interactions, are there going to be magic items that apply syndromes/passive effects to their user in this update? Since a lot of the magical items in fantasy/other roguelikes rely more on passive effects than activated abilities. boots of speed, gauntlets of strength, ring of protection, etc.
Are you planning to expand upon the possible effects of magical items before the release of adventure mode?
1. I have a long list of things I'd like to do with them, which includes various population changes. But for the purposes of getting the beta complete, goblins are reliable because they were ready made to not starve to death. Any other creature placed in there needs to get a special syndrome etc etc to not just die, or else be procedural. So goblins were first.
2. Each world is different, and we just wanted something to start with. I didn't want to build anything intricate since this is pre-myth-gen and the upcoming myth-gen is how we wanted to do sphere associations. The purposes of these mythical dungeons is to give the player something "low level" and reliable to support the chosen tutorial. How that evolves and is incorporated into myth-gen to still provide reliable tutorialization while becoming vastly more interesting is a challenge we'll have to tackle soon.
3. The adventure mode release needs to happen as soon as we can manage it, so I'm probably just going to focus on the tutorial and related issues from now up to the release. But of course we'd like to greatly expand what magical items do. I'm just taking quick routes for this pre-myth-gen pass on things, to provide any interest at all in the tutorial dungeons. I know they are pretty uninteresting, but it will get better after the beta ends.
I am curious, what country did Tarn Adams move to when he got married?
I’m curious if Toady One visited ThreeToe for Thanksgiving and also what dishes were served at his Thanksgiving meal.
I've moved to the UK. There isn't a Thanksgiving here, but I had a chicken sandwich with cranberries from a coffee shop.