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Author Topic: What are all the things that have been removed from DF over the years?  (Read 30437 times)

Asin

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Stuff like creatures, trees, plants, stones, etc.

wierd

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Re: What are all the things that have been removed from DF over the years?
« Reply #1 on: September 15, 2019, 02:13:11 pm »

I miss the tentacle demons... :(
« Last Edit: September 15, 2019, 02:14:46 pm by wierd »
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DerMeister

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Re: What are all the things that have been removed from DF over the years?
« Reply #2 on: September 15, 2019, 02:22:06 pm »

Stuff like creatures, trees, plants, stones, etc.
Only small amount of creatures was removed. The most of them was remade into generated creatures. Wizard and treant even not really was in game.
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SQman

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Re: What are all the things that have been removed from DF over the years?
« Reply #3 on: September 15, 2019, 03:56:54 pm »

-Felsite was replaced by dacite
-Wild strawberries were renamed to strawberries
-Ratmen were renamed to rodent men, lizardmen to reptile men, and snakemen to serpent men
-Titans were once simply larger giants (size 20 vs 16), then they got replaced by procedurally generated titans we have now
-Werewolves used to be regular monsters, not much more dangerous than mundane predators. They got replaced by current werebeasts
-Giant desert scorpions were completely removed, probably because there are no regular desert scorpions
Spoiler: On clowns (click to show/hide)

PlumpHelmetMan

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Re: What are all the things that have been removed from DF over the years?
« Reply #5 on: September 15, 2019, 04:42:19 pm »

I don't think the old clowns ruled over goblin civs either. Correct me if I'm wrong.
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DerMeister

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Re: What are all the things that have been removed from DF over the years?
« Reply #6 on: September 15, 2019, 05:21:36 pm »

I don't think the old clowns ruled over goblin civs either. Correct me if I'm wrong.
In old versions goblins worship any powerful creature. Only Clown was powerful creature.
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Blastbeard

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Re: What are all the things that have been removed from DF over the years?
« Reply #7 on: September 15, 2019, 06:46:42 pm »

the [POWER] tag allowed a megabeast to represent itself as a deity and become the leader of a civilization. It worked best with intelligent creatures but anything with a [SPHERE] tag would do. This tended to end favorably for the civilization in question as the megabeast would fight its own wars as much as possible, and being immortal would eventually become very, very good at it.
This tag is still partially functional, but now megabeast behavior takes priority over false deity behavior, so the moment the imposter is on screen it will drop the act and kill everything that moves.
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Quietust

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Re: What are all the things that have been removed from DF over the years?
« Reply #8 on: September 16, 2019, 12:34:12 pm »

It's strange that you restrict it to creatures, trees, plants, and stones, since the vast majority of things removed from DF have been gameplay mechanics.

Just to name a few, from version 0.28.181.40d and earlier:
  • Underground rivers and finite magma pools
  • The Dwarven Economy - dwarves earning money for doing work, spending it on food+drink+housing, building Shops to sell clothes and trinkets, and minting thousands and thousands of coins
  • The Dungeon Master noble, required for taming exotic creatures (and originally also for making Electrum)
  • The Tax Collector noble, who would go around (with two Royal Guard escorts) and reclaim owned items from random dwarves
  • The Guild Representative trade noble from Human civilizations (though that can still be modded back in)
  • Guild mandates, issued by the Mayor when dwarves didn't have enough work to do

And some more from version 0.23.130.23a and earlier:
  • Seasonal floods from the cave river
  • Cave-ins happening randomly in 7x7 (or larger) rooms without supports
  • Separate guild leader nobles for Miners, Carpenters, Masons, Metalsmiths, Jewelers, and Craftsdwarves (in 0.28.181.40d, the Manager covered all of these), as well as Hunters and Farmers
  • Separate nobles for each "rank" which did not simply upgrade themselves (e.g. having a Baron, Count, and Duke all at once)
  • Labor slowdowns (i.e. Strikes) when too many Guild mandates got ignored
  • Weapon cult nobles, who demanded that their weapon be the most prominent in your fortress (or at least tied for first place)
  • Mining mandates issued by the King, forcing you to dig to the Adamantine and uncover the HFS
  • The "too deep" ending, where your fortress was irreversibly destroyed once you mined too much Adamantine
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pikachu17

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Re: What are all the things that have been removed from DF over the years?
« Reply #10 on: October 16, 2019, 08:23:45 pm »

ptw
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Salmeuk

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Re: What are all the things that have been removed from DF over the years?
« Reply #11 on: October 19, 2019, 05:36:52 pm »

I desperately miss seasonal flooding. The mechanic gave such character to the farms of your fortress. Optimal plot designs would cling to the sides of the winding cave river. Sometimes the cave river would split, and you could use the middle island as a safehouse, if it was large enough.

I miss the 3d version cave rivers, too, since they would often go undiscovered until you took it upon yourself to dig some gigantic project, and their discovery was such a surprise! Their path through the mountain rock was often chaotic and unpredictable.

You could argue that certain animal behavior was removed or changed. Think the rage-filled elephants from Boatmurdered or the deadly carp from the early 3d versions. These creatures aren't GONE gone, but their behavior has changed that they might as well be entirely different creatures. Sure, you can call it a bug-fix, but in the realm of DF the line between intended behavior and interesting gameplay is pretty damn murky.

Kobolds used to be more common, but I think their civilizations have trouble surviving in the most recent worldgen and you only see them occasionally.

I think certain animals are over-present in recent versions. Think about the last time you embarked on a hot savanna river and there WEREN'T just hippos, alligators and eels. Sure, new animals eventually wander on, but chances are you see the same damn creatures for years and years. I remember old versions having a more diverse faunal presence.

At least we still have Gnomes! I remember a fortress where I caught and tried to breed the little dudes. I thought the little 'g's were awfully cute. I can't remember if I succeeded but I know the map is on DFMA.
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Urlance Woolsbane

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Re: What are all the things that have been removed from DF over the years?
« Reply #12 on: October 19, 2019, 09:25:47 pm »

Human civs used to have fortresses, which were like keeps without a surrounding town. They will, however, be reintroduced in the next update.
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Atomic Chicken

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Re: What are all the things that have been removed from DF over the years?
« Reply #13 on: October 22, 2019, 04:52:36 pm »

Curious underground structures (removed after 0.34.11):
Spoiler (click to show/hide)
« Last Edit: November 11, 2019, 02:59:00 pm by Atomic Chicken »
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Beakromancer

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Re: What are all the things that have been removed from DF over the years?
« Reply #14 on: October 22, 2019, 05:28:24 pm »

Goblins could spring ambushes on your fortress.

Barons, counts, dukes, and kings could appoint a royal guard.

The dwarven caravan could bring dwarven milk and cheese (the kind that comes from purring maggots).

Diamond was a singular gem, and didn't have all the variations it has now (red, blue, etc)

Blizzard men would melt into water when killed.

Elves were the same size as humans.
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