How was thanksgiving for you Toady?
did you get any cool christmas presents?
Lutefisk?
There were several family parties and such - lutefisk even tasted good this year! Everybody was shocked.
Annie made us cool hoodies in the style of those pig hoodies I wear, with the pigs in a grid, but with the dwarf face in place of pigs.
So my question is, was this ever a feature that civs would intially have similar asestetic genetic traits? Or was this all head cannon created by coinsidences? If so why was it changed?
Egan_BW:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8514784#msg8514784Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8514925#msg8514925TheFlame52:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8514936#msg8514936I think we used to have more similarity within the starting group of civs, yeah, then we removed that and made the starting group more variable. There should still be inherited traits. But there's also the matter of the non-figure pops, which had a set of traits but I think we leaned away from colors for that until we could point at it more, if we ever decided to do that, since it's potentially frustrating, especially in adv mode, where we eventually added a full randomization button anyway. It's complicated to figure out where that should land, similar to gender norms etc etc.
Will the upcoming procedural portraits be applied to other humanoid creatures besides the playable races (such as semi-megabeasts)?
We're going to get to what we can! Ideally everybody would get portraits that reflect variations, wounds, and equipment, but that's a huge huge lift. We'll be lucky to have portraits beyond the playable critters (main races + animal people) for the initial portrait debut.
Will you add graphics raws to the Classic version so implementing custom graphics packs that are compatible both with premium and Classic will be easier? I'm talking about the TXT files in vanilla*_graphics that are present in premium but not in classic, not the art itself.
voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8516621#msg8516621darkhog (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8516666#msg8516666Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8516762#msg8516762Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8516886#msg8516886Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8517262#msg8517262darkhog (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8517307#msg8517307mikekchar:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8517438#msg8517438Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8517855#msg8517855etc.
Yeah, the txt files for the graphics stuff are all public domain, and as Putnam said, I don't include them in Classic because there'd be a ton of error messages and possibly actual errors as well.
Will the attire represented in the portraits enable distinction of units based on things like the social standing, culture, etc?
Will weapons / shield also be shown in the portrait?
Do you think that generated mythologies would be as extensive as current world generation history? (i.e, spanning hundreds to thousands of events and characters)
Do ettins have two personalities / souls?
There isn't any additional information attached to it, though social standing is represented for some critters by item quality, which will appear, and culture chooses which of the items are available. But the more subtle variations don't yet have cultural links. That won't happen until I attach words to clothing variations I expect.
We've talked a bit about weapons and shields, not sure if we'll get there. It'd already be supportable for mods I think, since the full body layers can show those things and it's the same format.
If the distinction between the mythologies and the world histories is the existence of world-tile-level maps, then I doubt it, since we won't be able to spatially distinguish the same number of historical figures. But there are gray areas as the maps come into focus. It's still not entirely clear what year 1 is, or if there's even going to be a clear year 1 anymore (vs. a variety of calendars etc.) It may be hard to tell where one ends and the other begins. That could be ideal.
The current ettin like the hydra etc. just has one soul. Almost certainly the ettin will end up with two when we get there, at least it seems like they are mostly depicted as arguing... I have no idea about the hydra. The conversation engine doesn't currently support a unit arguing with itself very well, especially in a way that distinguishes souls. That would be part of that update.
Did the hippo man wrestler in the trailer organically accept to come with, or was there some manipulation behind the scenes? I tend to have trouble recruiting in my adventure games.
Nah, we only had a few animal people portraits at the time, so we had to stage a bit to get the art we had into play. I tried to do it fair at first, but I had a ton of trouble finding a hippo person at all and eventually resorted to a horrifying transformation of a human warrior bar patron. It'd be easier now that there are more portraits, and we're generally hoping to address the recruiting problem a bit before the release.
Will portraits work with non standard races? For example experiments, angels, gorlaks etc?
How will the portrait system work with modded creatures?
Will there be a way to add/modify the sprite layers used to build the faces?
If none are provided will there be some kind of stand in?
Will it be possible for modders to mod in their own custom procedurally generated portaits (for example, for a modded in race)?
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8518601#msg8518601We haven't drawn the non-standard races (we'd like to!) But the portrait system works exactly like the current layer critters, like building a face instead of a whole creature, and we've added a few more layer graphics commands (that function everywhere) to make it work. So it'll work for mods and any creature you care to draw (including non-layer critters - you can set up a portrait layer with one image without screwing everything else up I think, as the most simple way through.)
What are the plans to add baby graphics for dwarves and other layered creatures? Is that on the backburner due to the level of effort?
We've already got them, I think, for dwarf children and possibly also babies - I'm the bottleneck for several things like this.
I noticed it mentions you can click on a tile to open a context menu for that tile, but does that option also exist on keyboard, like the way the 'l' and 'k' keys do in the currently released adv mode? Thats a pretty important functionality for keyboard-only support i figure
Yeah, I was gonna wait until I did mouse hover info, but we'll have a keyboard cursor for look that probably doubles as the context cursor. Don't want to dig the hole deeper with Adv mode!
Are the armor variations seen in the most recent devpost based on item quality?
There are item quality sets, as well as random variations for a lot of clothing. I'd prefer to also get those linked to fashion-type terms in text, but I haven't done that so they'll be random for now (variant + item quality.)
The walrus man is described as "A legless person with the head and back flippers of a walrus" and has the tag ANIMAL_PERSON_LEGLESS, but in the new sprites clearly has legs. It's the same with the elephant seal man (but not the leopard seal man or harp seal man...). The snail man is kind of the opposite, it should have legs but it's sprite shows it as legless.
Are the animal people going to be updated to match their sprites or is that just not an important detail to you?
Shinziril:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8519037#msg8519037mross:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8519286#msg8519286Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8519293#msg8519293Yeah, there are some errors there from my poor communication with the artist (because there were so many to do at once.) My fault. And yeah, for whatever reason, we did decide early on that snail people should have legs and slug people shouldn't ha ha (and I failed to communicate that.)
Has working on Premium Adventure Mode allowed you to make any progress towards restoring the keyboard cursor in Fortress Mode?
lethosor:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8520000#msg8520000Yeah, the Adv mode stuff isn't directly related (despite me working to have keyboard enabled there), but Putnam's already got some keyboard stuff working in Fort mode on some additional menus. It's already in progress.
Any recent programming discoveries/new approaches since Putnam joined?
Has there been any movement towards automating game tests before releases?
Nothing recently as I recall (Putnam might have a more interesting answer, I've been in menu land, though Putnam has also been in menu land ha ha), and no movement in that direction though I was hoping to start at some point after one of the recent releases.
I remember in an interview earlier this year that you said you may sneak in small additions related to future content as you continue the updates at hand. Is there any chance next year after adventure mode comes out, we get another magical side activity like the divination dice?
We'll see! We have plotted several pathways forward that will interact with the April deadline. If we don't get to the coolest stuff, it'll still come right after.
When you get to the map rewrite, how far do you intend to go to change the current system of mining? Right now a large number of tiles cleared do not drop stone. This practically annoying when you mine an ore vein and see a large number of tiles not drop ore. This seems like a quick fix for something you intent to overhaul later.
I could see a couple dwarves mining and another dwarf loading a mine cart and taking the unwanted rubble out of the mine. We already have mine carts!!! We already have dumping zones too. You might have to tweak how quantum stockpiling works, but it could be done. Quantum stockpiling also seems like a quick fix that will be overhauled later.
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521152#msg8521152PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521200#msg8521200A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521222#msg8521222BlueManedHawk:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521241#msg8521241lethosor:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521313#msg8521313PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521512#msg8521512BlueManedHawk:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8521553#msg8521553Having stone drop everywhere would be an FPS problem as I understand it, and it also creates more hauling jobs (or more stone to hide, which is also unsatisfactory), which is bad for the game. I know a lot of people want harder mining though. Now that we have literal difficulty settings, perhaps this is more easily in the cards. But it won't relate to the map rewrite at all.