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Author Topic: Dwarf Fortress 0.44.12 Released  (Read 18708 times)

FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #45 on: July 28, 2018, 06:28:19 am »

Ask on PeridexisErrant's forum thread (<-linked) in #DFGeneral Discussion please, this is the wrong place to discuss that topic not pertaining mostly to vanilla 44.12 @Hollowknight.
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KingEdwarf3890

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Re: Dwarf Fortress 0.44.12 Released
« Reply #46 on: July 29, 2018, 01:02:51 am »

So IDK where to post this, but in the next release with the new adventurer "starting party" system, I do have to wonder what happens if the original party members(which you can switch control between) suddenly have a reason to be hostile to one another... For example if one of them walks into the room while the other is having a vampiric feeding, or if one of them turns into a werebeast and the other does not, or simply the player causes one of them to attack the other. Would they still aggro on each other, and would you still be able to switch control between them even though they're now enemies?
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FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #47 on: July 29, 2018, 02:41:05 am »

So IDK where to post this, but in the next release with the new adventurer "starting party" system, I do have to wonder what happens if the original party members(which you can switch control between) suddenly have a reason to be hostile to one another... For example if one of them walks into the room while the other is having a vampiric feeding, or if one of them turns into a werebeast and the other does not, or simply the player causes one of them to attack the other. Would they still aggro on each other, and would you still be able to switch control between them even though they're now enemies?

You can try slipping it into the FotF discussion thread which is used for question probing future content with monthly replies by Toady, so only a response within 3 days time along with everyone else's questions.
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Lioneez

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Re: Dwarf Fortress 0.44.12 Released
« Reply #48 on: September 07, 2018, 12:07:40 pm »

soo.. is the problem of dwarves going into an everlasting depression after witnessing death got fixed?
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Mort Stroodle

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Re: Dwarf Fortress 0.44.12 Released
« Reply #49 on: September 07, 2018, 10:34:49 pm »

soo.. is the problem of dwarves going into an everlasting depression after witnessing death got fixed?

It has been lessened, to an extent, but it's still a pretty serious issue. I got a fort lasting ten years by expelling every hagard dorf I saw, and using lava defenses to limit the corpse count, but eventually the insanity caught up to me when a goblin seige clashed with an elf siege leaving altogether too many bodies. I have heard that discipline training (put your entire fort in military squads and have them train a few months a year) substantially mitigates things, so a better managed fort could probably last quite a bit longer than mine did.
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PatrikLundell

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Re: Dwarf Fortress 0.44.12 Released
« Reply #50 on: September 08, 2018, 02:59:23 am »

I find 0.44.12 to be manageable (as opposed to the reports from 0.44.10-11, which caused me not to try), but yes, they're still very much on the (over) sensitive side. My carpenter worked fine for over 15 years, and then was sent in a squad to mop up about 5 camping siegers, and that was it. There's no way to break that spiral, although having mooded means the bugger doesn't die, just stumble obliviously and enter depression from time to time, then snap out of it. I've been able to turn a couple of risk cases around, but lost another citizen. My gremlin went bonkers before applying for citizenship, probably largely due to being naked (and only gremlins can make gremlin sized clothes). A merc went blinking red arrow very quickly, probably 1-2 months, but was described as a nervous wreck (but you have no info about that before hiring), which caused me to send that squad on a raid a lot earlier than intended (and they'll never return, as expeditions don't work for dead civs due to a bug).

It's a bit annoying with the visitors that either break spontaneously, or do so when residence applications are rejected, though (2 of those buggers committed suicide in my water cistern, despite there being ramps to allow exit from the water).
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FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #51 on: September 08, 2018, 04:56:08 am »

Discipline training & quickly rushing dwarves into a citizen corpse stockpile with wheelbarrows & 'airlock' doors to break line of sight removes a good 60% since haulers dont get scared as easily as bystanders similar to web collectors, moving the corpse through the fortress as quickly as possible and into a room where dwarves can't see the larger pile.

  • Also witnessing lots of corpses in the same distance near each other adds to the horror (which toady toned down) so it's deliberately a small corpse pile room with a bridge crusher down the hallway for excess waste rather than a lava-chute.

Though very amusingly, 4 years of screaming over seeing a dead dwarf in recurring memories eventually caused a planter to build up enough discipline to stop but that was a very annoying caveat to the new memory system that draws on past events to the very literal present after it was scary enough to scream the first time, then they kept repeating the action each time they remembered it often replacing what they were doing.

Quote
My gremlin went bonkers before applying for citizenship, probably largely due to being naked (and only gremlins can make gremlin sized clothes).

But yeah, this sounds like a big problem given how being locked inside cages can make them go bonkers with a lack of sleep, now there's the added mental pressure of clothes for wild caught intelligent creautres & semi-sapients (which is very annoying in modded games when i need to supply polar bear man sized clothes as a best next fit)

Im pretty sure you can make gremlin clothes under (D) details where the vague size listings are (needs improvement) but yes a gremlin tailor (not that you can make gremlins have any labours than they are able) can only really sort them out without a dwarf tailor (through you) guessing the best next size and giving it to them.

  • Im not sure whether you knew, but pets will equip clothes of the right sizing off stockpiles, even amongst semi-sapients because they are impromptu fortress members if not fortress citizens.
« Last Edit: September 08, 2018, 05:00:28 am by FantasticDorf »
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Fleeting Frames

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Re: Dwarf Fortress 0.44.12 Released
« Reply #52 on: September 08, 2018, 04:56:41 pm »

||

No gremlin between green tree frog men and grey parrot men. The polar bear man workaround doesn't work here, because the smallest option is kobolds, which are twice as big as gremlins.

Also, seems some are reporting what they consider depresion issues even when they're running without sieges and with all standard pre-needs general emotional support on reddit, so the corpses are not everything. (OTOH, a fortress where everyone is happy is not as interesting.)
« Last Edit: September 08, 2018, 05:00:43 pm by Fleeting Frames »
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FantasticDorf

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Re: Dwarf Fortress 0.44.12 Released
« Reply #53 on: September 08, 2018, 05:25:22 pm »

oh just to clear up confusion, polar bear men clothes are ENORMOUS and hence used in my modded games to dress trolls (for a idea of size), just open a mantis report to address the gremlin clothing problem/inconsistency or summarily press for the size of gremlins to be standardised to be a tiny bit bigger or smaller.

Quote from: quote from reddit
They're getting lonely from not being near family members not in my fort, restless for not being able to wander for too long despite having downtime to do exactly that, restless after being unable to do abstract thinking (How do you even solve this?), lonely after being unable to make merry for too long, etc, etc. All of these random negative thoughts that I don't seem to be able to fix despite an overwhelmingly lavish quality of life for them all.

Yeah, pretty much the finger on the pulse that if you dont know exactly what activity fufills what need you can't tailor the sometimes very specfic need fufillment, needs to be more accessible or the archetype 'guild' specialisation of interests breifly touched upon in the FOTF discussion on things like miner guilds having likeminded individuals to speed along faster so its easier to fufill a certain type of dwarves need and more cleanly identify problem ones.
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PatrikLundell

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Re: Dwarf Fortress 0.44.12 Released
« Reply #54 on: September 09, 2018, 03:51:33 am »

There's no point in posting another bug report for gremlins: Toady is aware that there are many things that don't work properly with them (such as the inability to see their thoughts, assign jobs to them without Dwarf Therapist, requiring retraining when citizen but too occupied hauling (automatically enabled, with no vanilla means to disable) to bother showing up for retraining, being sapient but yet butcherable, etc.), and there's no reason to assume those issues will be fixed until wild animal people are addressed so they can apply for residence "from the wild" in one way or another, which probably means "tribes" will need to be implemented first. Gremlins are currently the only vanilla case of this being possible. Fixing these issues for gremlins alone is probably way down on the priority list: it makes more sense to deal with it as part of a larger animal people package.

Until someone pointed out that unspecified clothing size matched that of the tailor (gremlin), I modded the gremlin raws to match the size of kobolds, and since my nudity induced insanity incident I've reverted to that work around (but haven't caught any new gremlins).
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