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Author Topic: Future of the Fortress  (Read 474576 times)

Manveru Taurënér

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Re: Future of the Fortress
« Reply #630 on: July 19, 2018, 10:49:14 am »

Settling down and playing your grown up kids is in the dev notes somewhere.
If it is, it's not in public notes then. Double checked that searching by keywords.

Toady mentions it being in the dev notes in DFtalk 21, so I'd assume it's only in their internal ones then yeah.

Rainseeker:   Yeah, yeah. And the interesting thing, too, I think - or I was thinking about earlier today - would be to be able to have a lineage, a succession. For adventures, you know. You get married, you have a child, and you take over his line again. Maybe you could have some training that you could give your child, and then he gets some bonuses or something.
Toady:   Yeah, the elements that - I think there's four or so elements that we decided broadly make that up and that's all in the development notes for the pre-version 1 stuff. So that's all going to go in sometime. We just have to get through the various hurdles of getting a spouse, and doing the time-forward motion, and stuff like that. And we've gotten quite a bit further with that now. I mean, your retired adventurers can already get married now.

Heh, I read those dev notes even checking if there was anything on it, but my overheated brain must've failed to process it actually said "playable heirs" xD
« Last Edit: July 19, 2018, 01:14:50 pm by Manveru Taurënér »
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Knight Otu

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Re: Future of the Fortress
« Reply #631 on: July 19, 2018, 01:04:33 pm »

You can find it on Dev-Single (old notes that are no longer updated):

Quote
RELATIONSHIPS ARC: You should be able to take a spouse, make a household, and create playable heirs as an adventurer. The dwarven relationships and personalities can also be expanded upon. Related to Core59, Core60, Bloat51, Bloat93, Bloat95, Bloat105, Bloat123, Bloat374, Bloat375, Bloat380, PowerGoal20, PowerGoal21, PowerGoal109 and PowerGoal119.

Core60, HEIRS, (Future): Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.
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Direforged Mod v1.3b for 0.43.05 (Updated Dec 28th 2016)
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations for 0.42.06 (Updated Mar 27th 2016)
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #632 on: July 19, 2018, 04:02:26 pm »

Yeah, that's the one. Sorry, will post a link next time.
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Bimbus

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Re: Future of the Fortress
« Reply #633 on: July 19, 2018, 06:26:41 pm »

Would you consider releasing a version of your standalone myth generator prototype, like you showed off at GDC? I imagine that people would appreciate something to check out during the Big Wait.
Id also like to know about this, Id love any chance to mess around with it before its finished.
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GenericUser

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Re: Future of the Fortress
« Reply #634 on: July 19, 2018, 06:57:31 pm »

With the addition of parties, will we be able to start as a performance troupe from setup or will we have to do so after the adventure starts?

It would be really cool to have a sort of traveling band spreading dwarves music across the world.
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Beag

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Re: Future of the Fortress
« Reply #635 on: July 19, 2018, 09:53:35 pm »

Would you consider releasing a version of your standalone myth generator prototype, like you showed off at GDC? I imagine that people would appreciate something to check out during the Big Wait.
Id also like to know about this, Id love any chance to mess around with it before its finished.
I'm glad I'm not the only one who would find much amusement in messing with a prototype myth generator.
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squamous

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Re: Future of the Fortress
« Reply #636 on: July 21, 2018, 12:17:02 pm »


1. Will more than one person be able to sit on a single mount if the mount is big enough?

2. Will riders of mounts be able to control the abilities of the mounts? For example, would a rider of a giant armadillo, for example, be able to have the creature retract into its shell at will, or would the creature only do that on its own? Will riders be able to directly order an animal to attack, like say, have a horse kick at a target? Or will the choice to attack be entirely up to the animal?

3. Will we see mounted soldiers in adventure mode if we stumble across a traveling army, or mounted bandits in a camp?

4. Will there be any changes to mounted unit AI in battle? Will someone on horseback with a bow try to stay away from melee soldiers, if they don't already? Will flying units do the same?

5. This question is primarily just pertinent for modding purposes, but will it be possible to make it so a mount is inside and protected by the creature they are riding 'in' instead of riding on top of it, or otherwise have some sort of defensive bonus for being mounted on a creature?
« Last Edit: July 30, 2018, 10:48:59 pm by squamous »
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Dr. Melon

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Re: Future of the Fortress
« Reply #637 on: July 22, 2018, 05:25:04 am »

With regards to agents/conspiracy/intrigue in the recent devblog, will players in Adventure mode be susceptible to being "turned" by plotters? E.g, the usual "troubles" dialogue could have falsified information if you ask an agent, to get you to unwittingly attack a target of the plot by describing them as a "bandit" or similar?
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Death Dragon

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Re: Future of the Fortress
« Reply #638 on: July 22, 2018, 07:24:50 am »

Thanks for that HUGE devlog post, Toady.
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FantasticDorf

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Re: Future of the Fortress
« Reply #639 on: July 22, 2018, 08:20:19 am »

Will ethics bound torture methods have any further development on the basis of helping uncover conspiratorial villian plots in the latest development log or are you putting them aside for later use?

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Shonai_Dweller

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Re: Future of the Fortress
« Reply #640 on: July 22, 2018, 09:00:51 am »

Will ethics bound torture methods have any further development on the basis of helping uncover conspiratorial villian plots in the latest development log or are you putting them aside for later use?

Toady mentioned this when it first came up a few months ago. Right now, Dwarven ethics will not allow torture, and that stands - but we'll see what the situation is when work starts.
So, that would be interesting to get an update on.
Second, interrogating prisoners is marked for both Fortress and Adventurer, so isn't limited to dwarves even in vanilla. Humans are happy enough to torture. So if you can torture a captive in Adventurer, it'd presumably be easy enough for modded fortress mode civs to do the same (probably).
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KittyTac

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Re: Future of the Fortress
« Reply #641 on: July 22, 2018, 09:05:33 am »

Will ethics bound torture methods have any further development on the basis of helping uncover conspiratorial villian plots in the latest development log or are you putting them aside for later use?

Toady mentioned this when it first came up a few months ago. Right now, Dwarven ethics will not allow torture, and that stands - but we'll see what the situation is when work starts.
So, that would be interesting to get an update on.
Second, interrogating prisoners is marked for both Fortress and Adventurer, so isn't limited to dwarves even in vanilla. Humans are happy enough to torture. So if you can torture a captive in Adventurer, it'd presumably be easy enough for modded fortress mode civs to do the same (probably).
Or procgen races being OK with torture or even requiring it.
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Don't trust this toaster that much, it could be a villain in disguise.
Did you know that cats that have mysteriously disappeared from home can come back after a few months without warning?

Shonai_Dweller

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Re: Future of the Fortress
« Reply #642 on: July 22, 2018, 09:08:23 am »

Will ethics bound torture methods have any further development on the basis of helping uncover conspiratorial villian plots in the latest development log or are you putting them aside for later use?

Toady mentioned this when it first came up a few months ago. Right now, Dwarven ethics will not allow torture, and that stands - but we'll see what the situation is when work starts.
So, that would be interesting to get an update on.
Second, interrogating prisoners is marked for both Fortress and Adventurer, so isn't limited to dwarves even in vanilla. Humans are happy enough to torture. So if you can torture a captive in Adventurer, it'd presumably be easy enough for modded fortress mode civs to do the same (probably).
Or procgen races being OK with torture or even requiring it.
Just talking about the upcoming updates for now. The far future will be a lot more procedurally generated, yes, so really everything is up for a 'yeah possibly, no concrete plans yet' answer.

Question:
So, to expand on what you said in the devblog, if your mayor, your Captain of the Guard your bookkeeper and all your temple dancers are secretly plotting the downfall of civilization, what kind of Fun can we expect? Or is this 'hidden fun stuff' on a social level that we'll just have to discover for ourselves?
« Last Edit: July 22, 2018, 09:16:15 am by Shonai_Dweller »
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Harpadarpa.

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Re: Future of the Fortress
« Reply #643 on: July 22, 2018, 10:57:57 am »

So when you mention a network, does that imply that each agent can have multiple agents of their own? Ie  Urist McMastermind might have three lieutenants, and each of those might have two underlings. If so, or even if the mastermind gets caught in old or unrelated charges what does this mean when the Mastermind is caught? What happens to the remaining agents? Do they continue with the plot on their own terms, or do they abandon the quest out of self preservation?

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Rockphed

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Re: Future of the Fortress
« Reply #644 on: July 22, 2018, 11:49:02 am »

So when you mention a network, does that imply that each agent can have multiple agents of their own? Ie  Urist McMastermind might have three lieutenants, and each of those might have two underlings. If so, or even if the mastermind gets caught in old or unrelated charges what does this mean when the Mastermind is caught? What happens to the remaining agents? Do they continue with the plot on their own terms, or do they abandon the quest out of self preservation?

Or do they spontaneously combust to tie up loose ends?
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.
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