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Author Topic: Adventure Mode could use some smoothing on odd corners.  (Read 835 times)

Sarmatian123

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Adventure Mode could use some smoothing on odd corners.
« on: January 13, 2019, 06:27:00 am »

Adventure Mode could use some smoothing on odd corners.

1. Interface.

It needs to be compliant with fortress mode. Tab to change. List of some commands from ?-menu & local map from T-menu. Show both or one of them or none.

? - needs to have added alt-move for hatches.

Game should take some consideration, when you are playing on larger screens. Menus should be extended from a-t listing to a-z listing. List of items and actions in views should be extended from 4 at one time to at least 10, if not 20.

2. X-actions

Those, that use those in Fortress Mode, should also need workshops in Adventure Mode. Every Dwarven Hillocks could have 1 workshop mound with 1 workshop of each: Carpenter, Crafting Workshop, Butcher, Tanner, Leather Workshop, Farmer Workshop, Kitchen & Brewery. 9 workshops in 3x3 setup should have no issues to fit in medium hill's mound. It would fit perfectly in farming village design for Hillocks.

Stone axe should be assigned skill to wood crafting.

3. Fleeing animals' "attacks" or due training skill artistic performances & creation of mere masterworks.

I do not mind endless happy thought resulting from artistic performances. However Q-menu as well as reporting in conversations with others on real achievements, like slaying a feared monster or forming your own group and becoming lord, are made hardly practical. 1000 recitations and 1000 fleeing animals "attacks" and 1000 master work created reports (due training skills or running fast away from or after a night monster) effectively hide any useful information about world, places and actions performed in this world. This can have an impact on heroes fame, when player can not find the right information to boast to local population.

4. Satisfaction from fulfilled needs!

It is not boogeyman, who keeps you playing at one site at prolonged time, but constant needs' fulfillment. Instead of 2 days, lets make those last at least 4 days. Unless extreme attribute modification will be the only way to stay on top of it. Before psycho system introduction in 0.44.11, it was ignored part, because it added just for effectiveness... Now, you can't for insanity.

5. Vanishing items

When you leave site, then most items inside are recalculated. I had 2 musical instruments vanishing from Dwarven Hillock. I brought them specially from a fortress to train music. Now, I can't. However it also affects personal trades and causes game crashes during movement, when you traded extra robe, cloak, hood or dress, which can be double worn. The recalculation should be more robust for player's trades and items dropped by players should be stored in a db file on hd, so they never ever disappear... or even worse like animal spawns... endlessly multiply.

6. Camping site's death lag.

Camping site would be perfect, as it already is. Adventurer's site should use the same db file on hd like those player's items. Right now it is saving everything in its locations, which causes wild and night animal explosion bug.  On top of this bug, the starting Dwarven Hillock usually is extensively camped around by multiple lair owning monsters in "free grids". These lairs always generate extensive numbers of 2-3 types of different animals on their own, after monster dwelling in it, is slain. Very annoying, if you have to pass that location repetitiously on your way to fortress and back to hillock. This makes first time playing adventure mode, an ensured experience of fast grinding to stop, lag death.

7. Date display on main screen (D-menu)

Like missing display in Fortress Mode, the Adventure Mode should have on top right corner displayed current date.

How about "20-05-16" for the main screen, and "Year 20, Felsite 16th (Late Spring)" for the status menu?

There z-status menu would be D-menu.

8. Waterskin.

It holds only 3 units of liquid, when 1 travel day consumption usage (3 meals) is 6 fluids. So lets start new player with 2 waterskins, or have more waterskins somewhere in game to be found, or make waterskins to keep 6 units of liquid (water, alcohol & such). Waterskin is extremely limiting on travels lasting longer then half day and is putting requirement for fresh water source on start and end of the travel, which is extremely limiting. Unless the though behind this particular mechanics is to use for fluids... quivers?

Adventure mode surely needs some more love and polishing imho. Inability to put camping fire on some sites makes it problematic with permanently deleting items from game. Specially after some encounters & overzealous skilling in butchering, but I have no idea how to make that work better. :D
« Last Edit: January 13, 2019, 06:30:50 am by Sarmatian123 »
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Bumber

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #1 on: January 13, 2019, 10:45:17 am »

? - needs to have added alt-move for hatches.
You can also ctrl-move. The trick is that there's a slope under the hatch, which means you need to be moving diagonally downwards from beside the hatch.
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KittyTac

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #2 on: January 15, 2019, 03:46:52 am »

You can store water/snow in your backpack. It stores like 30 water, rather than 3.
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #3 on: January 16, 2019, 04:28:01 am »

You can store water/snow in your backpack. It stores like 30 water, rather than 3.

That's what people are currently forced to do I guess. Water adds weight though and quiver is more like 16 water + some shooting equipment and 6 water gets you going just fine on 1 day length.

Is jogging, while moving on map, making travel longer in 1 day, then traveling with T-menu? I seem to have further travel range with jogging.
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GoblinCookie

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #4 on: January 18, 2019, 11:33:28 am »

8. Waterskin.

It holds only 3 units of liquid, when 1 travel day consumption usage (3 meals) is 6 fluids. So lets start new player with 2 waterskins, or have more waterskins somewhere in game to be found, or make waterskins to keep 6 units of liquid (water, alcohol & such). Waterskin is extremely limiting on travels lasting longer then half day and is putting requirement for fresh water source on start and end of the travel, which is extremely limiting. Unless the though behind this particular mechanics is to use for fluids... quivers?

Adventure mode surely needs some more love and polishing imho. Inability to put camping fire on some sites makes it problematic with permanently deleting items from game. Specially after some encounters & overzealous skilling in butchering, but I have no idea how to make that work better. :D

You can find waterskins in human hamlets.
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #5 on: January 18, 2019, 06:22:00 pm »

You can find waterskins in human hamlets.

No waterskins in human hamlets, but finally one spawned in a fortress in second month. 6 water is still tight, but better then quiver, I guess. :)
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #6 on: January 19, 2019, 08:12:46 am »

9. Stop disallowing Camp fire!

Coverage of area banning camp fire in dark fortress is ENORMOUS!

Camp fire is also the only way of deleting items in adventure mode. You need it, when killing gigantic flood of animals auto-spawning constantly at lairs. You need it to clean the Dark Fortress too, else there is a growing fast huge pile of hundreds thousand loitering items and body parts. Fully armed Dwarf with superdwarven strength can carry 1 troll dead body at speed of 0.300, when gigantic corpse of titan slows dwarf to 0.099 speed. It is still faster to deal with titan corpse in a lair with a closer camp fire, then with fragile skinny troll corpse in Dark Fortress. This is clearly something not thought through.

Camp fire ban is illogical. It doesn't have sense. Even to the story. Specially on such expansive areas like Dark Fortresses, which are in 90% empty. Specially in already cleared lairs, there is not even a shadow of any danger anywhere. It doesn't make any sens what so ever.

10. Add access up/down stairs to the roofs of all auto-spawn buildings.

The thinga-maginga process rolling up terrain is moving waiting companions and sometimes waiting (non-flying) enemies vertically from ground level to the roof level, where they are inaccessible. You can tell companions to follow you, but when you move out, then they vanish into thin air... despite adventure contract still being on! To not mess with thinga-maginga process just add access to roof. Specially to Mountainhome bunker's top. Dwarves will not climb down on those smoothed walls by themselves.

11. ESC-NO key means no and abort! Not ENTER-YES I confirm!

This issue applies to quite few menus. Inconsistently with logic and programming practice for some reason esc - no/abort key is being assigned value of enter yes/confirm. One of such menus is for example naming menu for items, persons and so on. There esc serves function of both closing window, but not with no/abort meaning. All those menus closing window with yes/confirm meaning should use "enter" key instead of "esc". I would call it even an interface bug or at least a major flaw in interface design.

12. Unhide prices of items in adventure mode

In Fortress Mode all items, besides normal information like in Adventure Mode, do provide price information. It has no meaning there, as when first merchant caravan arrives, it is being rained first with wheelbarrows (wooden spike balls?) and then with all items used for skilling craftdwarves. Price of single item in Fortress Mode has no meaning.

In Adventure Mode, adventurer can trade at depot and with every met person. However price of items is hidden. For example you try to trade for 1 item and dwarf insists for more items in exchange after there is already 10 items offered. Specially if it is just 1 copper value still missing.

13. k-look, l-look

Fortress Mode uses "k" to look around on the grounds. Adventure Mode uses "l" for the same purpose. It would be preferable for a more user friendly interface, if both modes used same keys for the same uses.
« Last Edit: January 19, 2019, 01:12:59 pm by Sarmatian123 »
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #7 on: January 23, 2019, 05:14:06 pm »

14. Respectful distance by companions

When traveling with many companions they tend to stay each on his own place. Unfortunately they do not take player's dwarf as such companion. So every time you stop and you have at least 6 dwarven companions, then 1 of them always stomps your hero dwarf and flatten him to the floor, so you can't even stand up, because companion is in the way. They should not tramp hero. It is a disrespectful action by a companion to stomp into ground their own leader, who can't even scream at them back "Get off, out of me, you freaks!"

15. Companions cloths are rotting off their bodies too fast

Cloths start rotting off from companions bodies like in 20 days and they are suddenly in their shiny armor only. This applies also to player's dwarf's cloths too. Shouldn't cloths in Adventure Mode last as long as in Fortress Mode? Currently 2 years, which is also too fast (as it should be 5). Why clothing is rotting so crazy fast in both modes? What is going on with it? That's not normal.

16. Companions chasing fast agro:ed animals are vanishing.

They are removed from C-companion roster and nowhere to found. Despite adventuring agreement still on. There is no way even to ask anyone for their location. How do you find your companions again? There should be some mechanics to find your vanished companions again.

17. Assigning companions to a zone.

Currently you need to talk individually to each of companion to make them wait. When they are waiting they are at random being moved around too. Ending on top of trees or roofs of buildings. Assigning companions to a zone could be fast&easy way to make them stay in the borders of defined zone and respawn upon adventurer arrival in borders of this same zone. Not above this zone. Not beside this zone on top of some tree. Always inside of the zone, they were assigned to. That would remedy a lot of hassle currently player has to go through to perform some task without companions constantly stomping his hero-dwarf flat into ground or stealing from him a monster kill. Assigning companions to a zone from a build menu is simple and fast in comparison to tedious never ending talks to kindly ask them all to "stay here please".

18. No wild animal spawns inside adventurer's camp

When adventurer is founding a camp, then its zone should be cleared from any further automatic wild animal spawning. Currently there is a wild animal spawn bug, It's fps killing adventure game in camps or making fps go horribly bad around some lairs, which were cleared from monsters. This animal spawning feature clearly has to be a bug, as it causes fps death to DF. Let wild animals spawn outside camp, alike they are spawning outside of hillocks.
« Last Edit: January 25, 2019, 12:35:57 am by Sarmatian123 »
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #8 on: January 26, 2019, 06:22:02 am »

19. Bookcases, that work.

My hero bought from a human poet a book. It was first artifact known to his world. It was just local village description in bad prose, but not awful. So, there are 3 bookcases of master quality carpentry installed in the hero's camp's Main Hall. The book ended stored in installed master quality chest just beside [It wasn't installed. I just dropped it that way, so it looked so. Can we please have chests/bags installed in building mode too? How about armory and weapon racks too?], because it appears you can not put book into a bookcase in adventure mode. How great it would be, if books, particularly of artifact quality, were stored in bookcases instead of chests.

20. Beds, that work.

All people fall and sleep there they end at day end, unless you stay up whole day letting your companions to chat them all to death through entirety of the night. Because it seems companions like vampires never sleep, busy all the time, piling on top of the hero and insistently flattening hero into ground. Beds currently are just terrain features. Player can not perform "u" action upon bed. Why not? Why not link it u->bed with Z-menu? There is no need for any fancy mood boost to add to already existing 50 pages of "enjoyment" from different performed actions. However if this would work for player alone, then it would add up to game immersion and installing even 10 beds in Main Hall or Tavern would seem to have some sense in Adventure Mode.

21.If hero-dwarf can do carpentry and woodcutting (same yellow guild profession), then why not add bow-maker too?

It would result in wooden crossbow, blowing pipes and bows to be learned and made by hero-dwarf in a bowyer workshop in camp. That also reminds me, the old suggestion made by me, why wooden and bone bolts have to be made in craftdwarf's workshop and not in bowyer workshop? The last never gets used even once, unless some dwarf needs it to make an artifact. This would make bowyer profession & workshop suddenly extremely useful in every fortress.

22. Anti-animal locks on doors and hatches.

To prevent wild animals (though some do spawn inside of zones and buildings) from entering houses closed with hatches and doors. Right now wild animals go around like regular sentient visitors, which is a wee disturbing activity in camp. ;)

23. Hearth people should defend Main Hall of their lord.

When you spend time to equip and train your companions, to make them your hearth-people, to assign them to Main Hall, then when you release them from adventuring contract those former companions should as hearth-people stay in this Main Hall and guard it. Currently it takes chopping one tree for them to take off and abandon their lord and his site.
« Last Edit: January 29, 2019, 12:31:19 am by Sarmatian123 »
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #9 on: January 29, 2019, 12:04:34 am »

24.Wounded flying animals hit ground (marked as "on ground") on ground, not high above in clear air.

Right now flying animals cheat, when falling to ground. I am observing even unharmed flying animals, which have added "on ground" marker, despite hanging 2-20 levels above in clear air. Flying animals in air marked "on ground" are virtually impossible to hit. I tried throwing spears, stones and such at them as well as shooting from crossbow. In all attempts missiles are landing on ground without ever touching the flyers.

The "on ground" marker has to have check if animal is still in air and refuse to be applied, when animal is still in air. So players can kill flyers, as killed flyers do fall to ground level.

25. Generally way too many wild animals.

I do not fast travel. I walk everywhere. I just check from time to time map of world in travel menu, but that's it. For a while animal spawns were not an issue. Only lairs and adventurer's camp were annoying mass animal spawns, which were also a major hit on fps. However lately (about 2+ months into the game), I find going anywhere outside hillocks or villages a cumbersome wading in animals of all kinds all along travel path.

Logically, if you go through some path forth and back, while killing as many wild animals as possible, then those paths should be more vacant of animals rather then host an increasing number of wild animal spawns in them.

Wild animal spawns and their increasing frequency and number is a general issue, rather then solemnly applied to lair and camp animal spawn bug.

26. Toady, can we haz wheelbarrows in Adventure Mode too? PLS!

a) Dwarf pushing/riding wheelbarrow travels 1.5x faster, then his walking speed.
b) Wheelbarrow can contain 10000 volume in comparison to barrels, bins, cabinets or chests, which hold only 6000.
c) Wheelbarrow's load does not add to the load already carried by adventuring hero.

So Toady, can we haz wheelbarrows in Adventure Mode too? Pretty please with cherry on top! :)
« Last Edit: January 30, 2019, 08:46:15 am by Sarmatian123 »
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Sarmatian123

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Re: Adventure Mode could use some smoothing on odd corners.
« Reply #10 on: February 01, 2019, 12:11:53 am »

27. z-g Hearth person status info-listing

Feudal system is hierarchic and when in DF you can become lord of more then one site and hearth person of more then one lord, then you need to have some screen to sort this information too.

- When you claimed 2 lairs before your camp and named all 3 with same exactly name, then the screen could provide a tool for renaming those settlements
- Information which hearth persons are sent to which claimed place and in what role, as its lord or other its historic person. It wouldn't have to tell non-historic people. That non-historic people list would be just too long. However lords, diplomats, mayors and such should be listed there.
- It would list all groups your dwarf belongs to as member (not hearth person? ok...).
- It would list all leaders your dwarf belongs as hearth person

It would make this entire hearth person information more manageable.

- The requesting option in talking should add request for hearth person to move from their current site to (any other?) site. To your own as your own citizen or to other site (dark fortress? other fortress? human village? forest retreat?) as a spy.

28. Allow carpentry for wooden cages & building cages, restraints, nests & bee hives in camps.

29. Let the dogs in!

For Christ sake. Right now with the automatic animal spawn bug in camp, when you have to kill 100-200 animals on every arrival to your camp (though if there is a lair in your camp's vicinity, then forget it) to let fps go a wee faster, it does not make much sense. However if the automated generation of animals is fixed for lairs and camps, alike it is for fortresses, dark fortresses, hillocks and such, then we need some dogs to detect Kobolds and scare wild animals off the camp.

Also allow area of camp, which is not zoned to be considered as "pasture" for tamed animals.

30.Let player capture and tame wild animals!

You could imprison unconscious sentient monsters, animal people, humans, dwarves and goblins too. Then rebind them from cages into restrains. Or build cages in your tavern to show off some Titan to curious tavern artists, as inspiration source of course. :D
« Last Edit: February 01, 2019, 12:37:26 am by Sarmatian123 »
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