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Author Topic: Future of the Fortress  (Read 445875 times)

Beag

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Re: Future of the Fortress
« Reply #1605 on: February 18, 2019, 04:15:34 pm »

1. If a player is of a religion that is currently being persecuted would that show in play with them being harassed by their persecutors?
2. Seeing as mercenary companies can be religious might some of them set goals such as killing non believers or driving them out?
3. Would defacing an opposing religions temples be a possible quest priests might give the player in this coming update?
4. If the player adopts a disguise that specifies another deity as their object of worship might they be able to fool the established religion so they can avoid persecution?
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Untrustedlife

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Re: Future of the Fortress
« Reply #1606 on: February 18, 2019, 10:32:37 pm »

[DELETED BY MYSELF]
« Last Edit: February 18, 2019, 10:34:11 pm by Untrustedlife »
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Untrustedlife

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Re: Future of the Fortress
« Reply #1607 on: February 18, 2019, 10:33:55 pm »


2. Any plans to flesh out the reputation system (or add new types of reputations, or display NPC reputations (other then enemy) in legends mode.) in general in the next few updates, such as displaying player reputation info in the Quest log?

You can see your repution in your thoughts screen, right? True that it should probably be moved to some easier to find place.

I don't believe you can see your reputation in the thoughts screen.

EDIT:
no you cannot.
« Last Edit: February 18, 2019, 10:35:59 pm by Untrustedlife »
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Death Dragon

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Re: Future of the Fortress
« Reply #1608 on: February 19, 2019, 01:33:02 pm »

Huh, I was sure I had seen my reputations there somewhere in adventure mode, but I guess maybe I'm misremembering.
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Flying Teasets

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Re: Future of the Fortress
« Reply #1609 on: February 20, 2019, 11:07:03 am »

Will rock salt ever become an edible item?
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Bumber

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Re: Future of the Fortress
« Reply #1610 on: February 20, 2019, 04:25:32 pm »

Will rock salt ever become an edible item?
Sounds more like a suggestion than a question.
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THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

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Random_Dragon

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Re: Future of the Fortress
« Reply #1611 on: February 20, 2019, 06:36:42 pm »

Will rock salt ever become an edible item?

That could be modded in relatively easily, via including a reaction to convert the boulder into some quantity of some other item that's compatible with cooking, and in turn give rock salt the [EDIBLE_COOKED] token to facilitate it. Note that if the form it's converted to is solid, there's no real mechanism to stop you from cooking nothing but salt...

therahedwig

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Re: Future of the Fortress
« Reply #1612 on: February 21, 2019, 08:49:01 am »

Wonderful, now we can have Harry Potter style 'oh god I inherited a house from my evil family'-'what does this locket do?'-'I dunno, proly something evil, just throw it away' plot setups.

Actually, this should go really well with the extending of night creatures. I recall proper haunted houses being discussed during the talks.

(Also very amused at the worldgen bug in the first paragraph)

Are only towers capable of being restructured, or also houses? Like, will we see opulent villas as well as opulent towers?
« Last Edit: February 21, 2019, 08:53:28 am by therahedwig »
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neutrino431

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Re: Future of the Fortress
« Reply #1613 on: February 21, 2019, 10:28:13 am »

What are the plans for knowledge?
« Last Edit: February 21, 2019, 10:32:42 am by neutrino431 »
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Urist McVoyager

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Re: Future of the Fortress
« Reply #1614 on: February 21, 2019, 10:29:32 am »

I know we won't be able to tap directly into accounts ourselves, but will we be able to set an official to embezzling for us and receive things like bags of gems or local coinage as a representation?
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Untrustedlife

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Re: Future of the Fortress
« Reply #1615 on: February 21, 2019, 11:27:27 am »

I know we won't be able to tap directly into accounts ourselves, but will we be able to set an official to embezzling for us and receive things like bags of gems or local coinage as a representation?

I woudnt put it beyond toady to let players open accounts.

And as a side note:

1.Will player adventurers be able to buy houses/towers/upgrade them after like the world gen folks can as of the recent dev log?
2.Even if not  how will those places and their upgrades carry into play, will the villains tower actually have all the upgrades they bought, will you give them proper maps, will a tower that bought a wall/fortification/dungeon/other upgrade of some kind actually have them for players to deal with (the villain has a tower with a wall so you have to climb the wall to get in the tower, for example)?
3. If they have maps, how much variation will there be so each tower has its own feel?

Is this a preclude to all your ideas for adventurer thievery one of those goals as stated in the dev page:
"Mansions/villas out of the way as well" for them to steal from
And for the merchant role as stated in the dev page:
"Renting/buying cottages and other properties"

Because if so thats amazing. Take all the time you need because whats coming is exciting.

Would be pretty neat to buy my own villa or tower...
« Last Edit: February 21, 2019, 11:47:47 am by Untrustedlife »
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Untrustedlife

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Re: Future of the Fortress
« Reply #1616 on: February 21, 2019, 02:13:21 pm »

Why dont demons go on a rampage throughout the world once you release them or at least do more then just hang around your site? And why do mummies disappear when you leave the site, wouldnt it be much more simulations/interesting if they actually stuck around? It just seems odd given the other features in the game which are far more simulationist and kinda clashes with the reality of the situation.
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #1617 on: February 21, 2019, 04:51:28 pm »

Why dont demons go on a rampage throughout the world once you release them or at least do more then just hang around your site? And why do mummies disappear when you leave the site, wouldnt it be much more simulations/interesting if they actually stuck around? It just seems odd given the other features in the game which are far more simulationist and kinda clashes with the reality of the situation.
If something is missing it means it hasn't been made yet. Especially in Adventurer which is far less developed than Fortress mode so far.
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Bad_Goblin

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Re: Future of the Fortress
« Reply #1618 on: February 21, 2019, 04:57:14 pm »

For the Myth and Myth Release will magic also be found in the form of runes? In many different fantasy settings dwarfs have a great affinity for "rune magic", will we ever see this in Dwarf Fortress as well?

If so, would this form of magic somehow be implemented into the engraving and magic skills? (In the sense that creating a rune would require knowledge in the engraving skill in order to carve the rune into an object, as well as the proper experience in magic to imbue power into the rune.) Or would "Rune Crafting"  have it's own skill(s) entirely to differentiate itself?

Lastly, What uses could rune magic have?
(For example: Could magic runes carved onto a weapon/piece of armor give said item special properties such as a rune engraved weapon now causing fire damage or have it deal harder hits in general? Could a rune engraved on a Helmet grant it a better chance at shrugging off blows? As another example, could engraving a rune on an object like a door make it so that it can only be opened by one with sufficient magical knowledge/skill? Or could magical runes be used as a form of "trap" engraved on a tile that could cause a lethal property to activate, for instance say, engulf the tile in flames if a specific creature (ex: a goblin or filthy elf) stepped on it?)


I might be going out on a limb or a tangent here that could quite possibly belong in the suggestions thread, but if something like this was ever implemented it could add a whole new depth for dwarfs interacting with objects as well as their environment.
« Last Edit: February 21, 2019, 05:06:04 pm by Bad_Goblin »
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falcc

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Re: Future of the Fortress
« Reply #1619 on: February 21, 2019, 05:32:38 pm »

1)Will bandit groups (player or otherwise) be able to raid a shipment of embezzled goods from one site to another if they find out about the embezzlement, instead of either turning the villain in or blackmailing the person involved?

2)Can a group of bandits lie (since lying about identities is in) and say they're from a mercenary group in order to cause strife between two groups? 

3)How likely is it embezzled goods will be encounterable in sites where it's being delivered in play? 

4) Will players be able to show up to somebody's house with a horse strapped full of treasure like the Count of Monte Cristo and try to trade for their house before the big wait? If so will house owners take into account artifacts they don't know about in the cost? Will they take their furniture with them if you don't pay enough for it furnished or would that be too goofy?

5)Will villains stash their non-artifact abstract accounts in their houses in secret if their family doesn't know about how they got them?

6)Will villains that value family be more likely to tell someone they stole a cool artifact in their will? Will they be more likely to tell their family they have money or items without revealing its source if they don't trust them to bring them in on villainy?

7)Will more ostentatious villains dress their family and lackeys up fancier the way mercenary groups can equip others?

8)Will haunted furniture night creatures make it in before the big wait?

9) Will people on the street be talking about how "so and so really hit it off at the slots" even if we don't get gambling in play? Will people otherwise comment on unexpected windfalls, expansions being built on large buildings in town, or other signs of the ups and downs of local historical figure's fortunes?
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