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Author Topic: Steam Official Announcement Thread  (Read 3621 times)

Knight Otu

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Re: Steam Official Announcement Thread
« Reply #15 on: August 23, 2019, 10:10:23 am »

I swear they told me there would only be one of these a month like three days ago, lol.
Considering these are clearly coming out every two weeks, that seems odd.
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clinodev

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Re: Steam Official Announcement Thread
« Reply #16 on: September 05, 2019, 03:57:43 pm »

Maybe I misunderstood?

Anyway the new one. Sorry for the lazy links, it's my birthday and I'm frazzled:

Steam Community Update: "Dwarf Fortress LIVE and System Design Recordings from PAX West" https://steamcommunity.com/games/975370/announcements/detail/1603766940169574852

Dwarf Fortress LIVE and System Design Recordings from PAX West
Tarn and Zach are back from PAX, and we have recordings of their panels! Plus - Fit For A King is out!
Hey everyone!

As we mentioned in the last update, Tarn and Zach have been busy attending an academic conference and PAX West this past week. So no new progress reports, but we DO have recordings of the two panels they were on!

Dwarf Fortress LIVE panel

Interview with Tarn Adams and Zach Adams, the co-creators of Dwarf Fortress, and Victoria Tran of Kitfox Games, about the commercial release of DF, its past and its future - all structured around a live game of Dwarf Fortress.

https://youtu.be/WW_dHPtC2wg


System Design, on Fire, All the Time: Controlling Chaos

How do you design for chaos? Join designers from Dwarf Fortress, Destiny 2, Into the Breach, Industries of Titan, King of Dragon Pass, and Six Ages in discussing how to handle system-driven design. Whether it’s a world that’s procedurally generated or creating rules of asymmetrical multiplayer, deep systems make design, playtesting, and the whole game dev process more interesting—but also full of surprises…

Recording starts at the 2 hour mark: Watch it here https://www.twitch.tv/videos/475872864



It was also just great meeting a ton of you at PAX! We had so many people telling the brothers the stories of their forts and asking for pictures, it filled my heart with warm fuzzy feels. Thanks for all the support!

Fit For A King Release

Aaaand in exciting news (for Kitfox!) (but maybe for you??) -- we released our game Fit For A King today!



Marry everything, execute everything, and humiliate your rivals with your wealth and excess or die trying in this ultimate Henry VIII simulator! If you're a fan of Ultima or bankrupting your country, this is the game for you. Tarn mentioned it was "the funniest game I've played in a long time" so uhhh heck thanks Tarn! You can buy it NOW here.

That's it for now. Updates will resume as usual after this. :)

See ya!

Victoria
« Last Edit: September 05, 2019, 04:01:00 pm by clinodev »
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clinodev

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Re: Steam Official Announcement Thread
« Reply #17 on: September 19, 2019, 03:54:07 pm »

Steam Community Update: "Villainous Networks and Investigations"

https://steamcommunity.com/games/975370/announcements/detail/1597012808112280309

Villainous Networks and Investigations
Hello!

We've been cleaning up the villainous network issues I mentioned in my last news post. In order to connect the networks more fully, we mostly focused on criminal organizations operating in cities. They can now compete with each other, subordinate each other and skim off of each other's profits, and fully fuse into single larger gangs. They can also establish new branches in other cities to give the networks some additional geographic spread, which should help to make investigations more interesting.

With those new additions as a backdrop, we allowed position-holding villains (who might be, for instance, nobles, priests, or bookkeepers) to contact the criminal organizations through intermediaries. Once in contact, they can contract out their assassination, sabotage, theft and kidnapping plots. This creates additional links for our investigations, and also opens up opportunities for the criminal leaders to exploit the link the other way, through blackmail and so forth.

So, overall, the evidence and investigation situation is looking a more healthy now. This is the reason we focus on the single-character/party-based adventure mode once we get through with history generation, since it operates like a microscope on features as we bring them into play. Everything we improve here will also impact how fortresses interact with and investigate villains.

Reminder: we're working on villains and investigations to finish off the material we were working on for the last DF Classic release before we transition fully over to work on Steam (the artists are already way ahead of me.) This is the third of four stages of that release. We completed villains in history generation, and moved those elements into the world during play. Now we're focusing on adventure mode before we tackle fortress mode in the final stage.

- Tarn
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Meph

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Re: Steam Official Announcement Thread
« Reply #18 on: September 21, 2019, 06:57:12 am »

*waves at people.
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Auxxiliary

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Re: Steam Official Announcement Thread
« Reply #19 on: September 26, 2019, 04:15:00 pm »

*waves at people.
*waves back
This is an exciting time for DF, ive been playing and lurking since 2010 and its good to see the progression.
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clinodev

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Re: Steam Official Announcement Thread
« Reply #20 on: October 03, 2019, 01:06:23 pm »

Here's the new one. I'm getting the adult content warning every time now, lol, but it's probably my browser settings.

https://steamcommunity.com/games/975370/announcements/detail/1599265790201749123

Text:

Interview of Suspected Villains Underway
Hello!

The work on investigations is now underway. We're starting with the interrogation or interview of suspected villains and criminals, because no matter how the rest of our work on evidence shakes out, you'll eventually be confronting your targets, and we want that core fact to guide the rest of what we implement here.

The first pass was just plopping my debugging character, the Manifestation, into the center of the most mobbed-up tavern in town and having friendly chats with the denizens, who are all to happy to tell me everything they know, responding even to vague desperate questions like "Who do you work for?!" and "What are you scheming?!". The plan as we go now is to make them more resistant to these queries. We've had skills like "intimidation", "persuasion", "lying" etc. in the game for years, but they've only mattered in other contexts, most of which were not that important. Now they'll get a chance to shine. Bribes, reputation, presented evidence and the new relationship variables 'loyalty', 'trust/distrust', 'fear', 'love/hate', and 'respect' are all in the mix. Given how the game world is, a fighter-style character will be able to resort to fisticuffs and ask questions afterward (the non-lethal combat and yielding systems will be used here), but this will be much more likely to make the villains higher up in the network eager to retaliate. If you use softer interrogation techniques, a villain's lieutenant might not even know they've given you the information you are seeking, or might not think anything of it.

Once we're done in adventure mode, this interrogation process will also make its way over to fort mode, though you won't control the process line by line. The evidence obtained by your sheriff, captain of the guard, or other interrogator or investigator will be placed in the Justice screen, where you'll be able to make decisions about what to do next about whatever trouble is brewing.

Reminder: we're working on villains and investigations to finish off the material we were working on for the last DF Classic release before we transition fully over to work on Steam (the artists are already way ahead of me.) This is the third of four stages of that release. We completed villains in history generation, and moved those elements into the world during play. Now we're focusing on adventure mode before we tackle fortress mode in the final stage.

- Tarn
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PlumpHelmetMan

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Re: Steam Official Announcement Thread
« Reply #21 on: October 03, 2019, 01:10:40 pm »

This announcement got me pretty excited, adventure mode sorely needs more solid role-playing opportunities like these. Thanks clinodev.
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clinodev

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Re: Steam Official Announcement Thread
« Reply #22 on: October 17, 2019, 02:40:55 pm »

Steam Community Update: "Investigations and Interrogation"

https://steamcommunity.com/games/975370/announcements/detail/1576749150328682950

Full text:

    Investigations and Interrogation

    Hi again!

    We've been continuing our work on investigations and interrogation. The main task for this time around was to set up a framework for transient conversation states and conversation tone/tactics, so that interrogations aren't just a rote process of asking questions and gathering evidence. For example, if your character decides to approach an interrogation by intimidating the subject, you now select that skill to pair with your question. The subject can attempt to resist, based on how afraid they are of you, and how well they understand social interactions. If you succeed, the intimidation decreases the composure of the subject; failure to intimidate increases it. Regardless of success or failure, an intimidated subject will dislike talking to you and want to leave. But if their composure is broken, they'll answer your question. Other conversation tactics like persuasion work differently, and some tactics like 'pacify' can affect attitude without asking a question at all, if you find the interrogation slipping away from you. The questions and tactics also affect the long-term relationship variables mentioned last time, like trust, respect and fear, as well as your various reputation levels with the subject.

    If you are a good judge of character, you'll get a more refined/correct preview of your chances to succeed with a given question+tone pairing, similar to how combat aiming works. In this way, player characters that swap in some social skills and attributes to balance or replace their fighting skills will have a significant advantage here. We might not clear the bar this time, but the aspiration is that these interactions will grow to be as interesting as regular combat. It's a tall order, but at least we have a richer set of player decisions to work with now, and something that's starting to feel like a contested investigation, which is the main goal for this stage of development.

    Reminder: we're working on villains and investigations to finish off the material we were working on for the last DF Classic release before we transition fully over to work on Steam (the artists are already way ahead of me.) This is the third of four stages of that release. We completed villains in history generation, and moved those elements into the world during play. Now we're focusing on adventure mode before we tackle fortress mode in the final stage.

-Tarn

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