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Author Topic: Future of the Fortress  (Read 2850332 times)

Putnam

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Re: Future of the Fortress
« Reply #900 on: September 07, 2018, 08:06:35 pm »

Current vampires are procgen but mostly identical--this is explicitly so that, when the system is fleshed out, there can be variations on them. I feel that, in general, it's likely that anything vampires usually do can end up being a property.

KittyTac

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Re: Future of the Fortress
« Reply #901 on: September 07, 2018, 11:16:32 pm »

Playing in adventure mode i have noticed vampires are a bit currently dull. Vampires in mythology have always been powerful beings with many powers and abilities so Will Vampires get some new abilities like hypnosis, thrall creation, and polymorphism? And if so Would Vampire villians have different plot options from regular villians if they did have typical vampire powers?
Magic will be procedurally generated. So probably yes.
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Tinnucorch

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Re: Future of the Fortress
« Reply #902 on: September 08, 2018, 07:24:46 am »

Playing in adventure mode i have noticed vampires are a bit currently dull. Vampires in mythology have always been powerful beings with many powers and abilities so Will Vampires get some new abilities like hypnosis, thrall creation, and polymorphism? And if so Would Vampire villians have different plot options from regular villians if they did have typical vampire powers?
Magic will be procedurally generated. So probably yes.

If they exists in first place. I suspect that curses will become more varied than just becoming a werebeast or a vampire (related to what Putnam said about vampire abilities ending up as properties) so there might not be vampires in every world (besides mundane ones, I mean). Even if there are not specific plans yet, Toady could probably confirm or deny the generalization of curses.

Edit: Just found this on the old dev notes:

Core96, GENERALIZED CURSES AND OTHER ALTERATIONS, (Future): "Zombie" and "Skeleton" modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects). Requires Core92.
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DG

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Re: Future of the Fortress
« Reply #903 on: September 08, 2018, 09:24:11 am »

Toady's FOTF reply in June 05 2011 was very heavy on the vampire topic with lots of questions from multiple people. I found it by remembering that someone (Cruxador) had asked a question with a Twilight reference. The things that stick in one's mind, eh? I searched for a Tarn post with the word "sparkle" and there was only the one result.  http://www.bay12forums.com/smf/index.php?topic=84398.msg2329044#msg2329044

So from that post in regards to vampire traits, they will eventually get around to adding all of the traditional ones, from sunlight vulnerability to arithmomania, and original ones besides, but it will wait until they come up with a better system for exposition.
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Oreos

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Re: Future of the Fortress
« Reply #904 on: September 09, 2018, 09:37:29 am »

With the new villains you are working on, I was wondering will villainous plots would form around adventure mode characters and their party, and maybe even with in the player's party (Betrayal)?

Also Will we every see adventure mode fast travel?
« Last Edit: September 09, 2018, 10:42:38 am by Oreos »
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Real_bang

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Re: Future of the Fortress
« Reply #905 on: September 09, 2018, 02:33:50 pm »

1. Will you be able to marry someone in adventure mode?
2. Will you be able to set links with your adventure party members (childhood friend/war buddy/wife/brother/etc.)
« Last Edit: September 23, 2018, 02:02:49 am by Real_bang »
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Tinnucorch

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Re: Future of the Fortress
« Reply #906 on: September 09, 2018, 02:43:56 pm »

1. Will you be able to marry someone in adventure mode?

I think I read in a recent answer that the idea is to be able to play with your descendents, so yes; but I don't think it's planned for anytime soon  since there are already a lot of things being considered for developement.
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Demonic Gophers

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Re: Future of the Fortress
« Reply #907 on: September 09, 2018, 03:19:32 pm »

1. Will you be able to marry someone in adventure mode?
2. Will you be able to set links with your adventure party members (childhood friend/war buddy/wife/brother/etc.


Both 1 and 2 are definitely in the long term plans, but not necessarily in the next release.

Quote from: GenericUser
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.
Quote from: DG
When creating multiple characters for Adventure mode will they have initial relationships between themselves similar to a Fortress mode starting 7? If so, will it be random, fixed, or customizable*?
Quote from: Slozgo Luzma
Will we be able to define interpersonal relationships between adventurers? For instance can our party consist of sibling, parent and child, spouses, or distant cousins? By extension will adventurers have to belong to the same entity?

Both of these are in the possible-for-this-release notes (starting entity, starting relationship grid), but I don't know if the time will be there.  Definitely things we are looking forward to doing as we make party starts more and more interesting.
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Button

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Re: Future of the Fortress
« Reply #908 on: September 09, 2018, 05:29:30 pm »

1. Are you touching fortress mode relationships before the next release? Most notably, will "childhood friends" and "war buddies" become relationships that can occur in fort mode too, or just in worldgen? Or are they a shorthand for just different circumstances under which people can become friends?

2. Do you take personalities & values into account when making worldgen friendships, or just in-game friendships?

3. Is remarriage (after being widowed or abandoned due to night creature transformation) in the cards for the next release? Worldgen, fort-mode, both?


Glad to hear that the issue of historical figure immigrants all being already-married is likely to come to an end soon.
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Ziusudra

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Re: Future of the Fortress
« Reply #909 on: September 09, 2018, 07:29:36 pm »

Also Will we every see adventure mode fast travel?
What do you mean by this? There already is the [T]ravel screen. See: http://dwarffortresswiki.org/index.php?title=DF2014:Adventurer_mode#Fast_travel
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golemgunk

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Re: Future of the Fortress
« Reply #910 on: September 10, 2018, 02:48:25 pm »

Also Will we every see adventure mode fast travel?
What do you mean by this? There already is the [T]ravel screen. See: http://dwarffortresswiki.org/index.php?title=DF2014:Adventurer_mode#Fast_travel

I think they mean a way of automatically or instantly traveling by picking a spot on the map like in elder scrolls.

Unrelated to the that, if we're going to see relationships sour, does that mean divorce is going to be an option for unhappy couples?

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Taffer

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Re: Future of the Fortress
« Reply #911 on: September 10, 2018, 09:36:15 pm »

When I listen to DF talk and watch the videos where you talk about the upcoming mythology update, it's hard not to notice all the references to randomly generated creatures. I quite enjoy modding creatures in Dwarf Fortress, but I can't edit or change any of the randomly generated creatures the game creates as it is and I'm worried that this is going to get worse and worse as development progresses. Will we be able to edit the tags of randomly generated creatures? Change what tags are associated to which sphere, for example? This question could be generalized to randomly generated anything, but I'm personally primarily interested in the creatures.

Apologies: this has likely been answered somewhere, but I couldn't find an easy answer with some searching.
« Last Edit: September 10, 2018, 09:38:27 pm by Taffer »
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #912 on: September 10, 2018, 09:57:23 pm »

When I listen to DF talk and watch the videos where you talk about the upcoming mythology update, it's hard not to notice all the references to randomly generated creatures. I quite enjoy modding creatures in Dwarf Fortress, but I can't edit or change any of the randomly generated creatures the game creates as it is and I'm worried that this is going to get worse and worse as development progresses. Will we be able to edit the tags of randomly generated creatures? Change what tags are associated to which sphere, for example? This question could be generalized to randomly generated anything, but I'm personally primarily interested in the creatures.

Apologies: this has likely been answered somewhere, but I couldn't find an easy answer with some searching.
Short answer - Yes.

If you search the beginning of each month for Toady's replies in this thread you'll see he's answered this a couple of times.

(Yes, I know that's annoying, but Toady would rather have the dev notes as the only specific set details on the direction he's going.)
« Last Edit: September 10, 2018, 09:58:58 pm by Shonai_Dweller »
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Tinnucorch

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Re: Future of the Fortress
« Reply #913 on: September 10, 2018, 10:20:24 pm »

When I listen to DF talk and watch the videos where you talk about the upcoming mythology update, it's hard not to notice all the references to randomly generated creatures. I quite enjoy modding creatures in Dwarf Fortress, but I can't edit or change any of the randomly generated creatures the game creates as it is and I'm worried that this is going to get worse and worse as development progresses. Will we be able to edit the tags of randomly generated creatures? Change what tags are associated to which sphere, for example? This question could be generalized to randomly generated anything, but I'm personally primarily interested in the creatures.

Apologies: this has likely been answered somewhere, but I couldn't find an easy answer with some searching.
Short answer - Yes.

If you search the beginning of each month for Toady's replies in this thread you'll see he's answered this a couple of times.

(Yes, I know that's annoying, but Toady would rather have the dev notes as the only specific set details on the direction he's going.)

Shouldn't be the mythgen editor able to (eventually) handle procgen creatures? I'm not sure what is actually meant to edit, really.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #914 on: September 10, 2018, 10:29:16 pm »

Mythgen will generate creatures, but modders want the ability to influence this generation (restrict random critters to just varieties of goats, for example keeping everything else "vanilla". Or say, ensuring that only water sphere based critters can develop inate teleportation abilities - because mod lore).
Toady agrees that this and expanding what can be modded overall is a priority.

And he's also producing a fixed world editor for modders with very specific worlds in mind.
« Last Edit: September 10, 2018, 10:33:05 pm by Shonai_Dweller »
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