Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Bugfix - Fortress and adventure mode reputations need repair + ideas.  (Read 614 times)

FantasticDorf

  • Bay Watcher
    • View Profile

Reputations seem to be broken in many such places, only partially working and undermining the game when they are half implemented or defunct. I will go through the different types of them individually and suggest some areas for expansion and improvement and some additional reputations i think would contribute to the game. Most reputations handle reactions to situations and scenarios as they prescribe some contexts what a viewer should think of a rumor  person or a event happening infront of them

Hero
A important one, it helps scale how famous your hero in adventure mode becomes and the eventual ramp of difficulty and far flung quests you are given, rather than measuring along anything else like skill level.

To improve, worldgen adventurers should be able to accrue their own fame so that your dwarves become aware of and subsequently become famous themselves, allowing dwarves to gain relationship opinion with them more quickly even if they had never met them prior.
  • Attempting to arrest or harm a famous hero will instigate a negative reaction and can trigger a loyalty cascade, and news of their death will resonate. People who did not like the hero they met in person will not be as affected.
Famous heroes will be more resistant to attempts to subvert them in villianous schemes, but not as famous heroes will leap upon the opportunity if they are promised money or fame. Certain villians might have a attached goal to become or have a significant hero as a agent by using intrigue to spread false rumors through, and stage heroic acts.
  • Worldgen adventurers with attached fame have their own fortress value requirements before they arrive, and they have exaggerated stats, they are less likely to join your fortress without good accomodation.

Friend/Grudge , Quarreller/Friendly Terms/Flatterer

Both of these together, these need to be updated to be accessible in the game as reports like this indicate that they are not present in their normal modes, and that they also are not cross compatible for adventure mode either and vice versa. Childhood friends for example have no recollection of who you are which makes a choice of companions very difficult to hire if you start from a isolating position.

Bonded/Subdued , Monster/Animal/Unintelligent , Hunter/Slayer

These are mostly related to non-intelligent creature relations or relations between trainer and pet (alternatively raised zombie dragon and necromancer master)
  • Megabeasts that have been tamed are simultaneously 'bonded' with their trainer, but while they have a training status i suggest they are 'subdued' which removes the hostility they feel against members of the fortress like the military. Reactively, dwarves will refuse to ride or assiociate with subdued monsters regarding them highly dangerous, and brag about owning one in their personal owned menangerie as a status of wealth & power.
Monsters (forgotten beasts) are already reputation wise seperate, and this tracks who they kill and what they do. Animals conditionally having reputations (like booze guzzlers, theives) would be a helpful addition to minimize the negative reaction of killing animals viewed as vermin (unless like elves, who view all animal life as precious). Unintelligent creatures are graded along the same wavelength as animals by hunters and don't carry the malus of being a murderer but will invoke emotional reactions if they are innocently attacked without a negative trait like predatory behaviour, or thieving.
  • A suggestion for hunter to be a reputation to be gained by killing animals in the hunting role in fortress mode would be important for worldgen adventurers also. This reputation would emphasise attitudes dead animals, putting on trophies associated with animals, verminous animals are satisfying to kill, and monsters + named creatures are heroic for dwarves with this trait to kill & watch die.
Slayers mainly attribute to killing supernatural beasts of a certain kind, like werebeasts and is a important development for nightbeast hunters. Reactively, concealed or hidden Nightcreatures will be more nervous or wrathful around slayers, and their accusations are more believable, even if they arent true as it requires a string of accurate accusations and ideally a successful slaying to obtain it.


This isn't the full list but a nicely summarised list of some problem areas, the remainder of the existing list of reputations can be found here on the DF wiki

Thanks for taking your time to read.
Logged

therahedwig

  • Bay Watcher
    • View Profile
    • wolthera.info
Re: Bugfix - Fortress and adventure mode reputations need repair + ideas.
« Reply #1 on: December 19, 2019, 12:03:33 pm »

Slayer is already sorta in the game as killer(if I kill a night creature and tell people about it, my adventurer becomes known as a hero and a killer). I would prefer killer to be renamed as slayer, as we typically conflate murderer and killer, but the game makes a huge difference between them. The way reputation works, night creatures would see night creature slayers as a murderer(As reputation is specific to civs and individual creatures and you can have different reputations for the same thing from different figures).

The biggest problem here though, is that there's just no way for night creatures to learn about your exploits as it is not like they go out to the market every Sunday. Or at the least, night trolls would have no idea. Maybe vampires and necromancers are having rank parties somewhere, I don't know.
Logged
Stonesense Grim Dark 0.2 Alternate detailed and darker tiles for stonesense. Now with all ores!

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Bugfix - Fortress and adventure mode reputations need repair + ideas.
« Reply #2 on: December 19, 2019, 12:20:04 pm »

Mummies & Night trolls will probably just have to affront the slayer on their word and exploits between trying to kill them, leaving you opportunity to brag about how many of them you have felled already. The rest are tangled in society with some sort of outside contact like apprentices, agent networks and public persona's.

A dwarven farmer on the fortress militia could become a slayer by accident by just stabbing a werebeast with its metal weakness in the head, the same way a hunter supplying food for the fortress could gain a reputation passively. Said farmer may end up making a good sheriff or militiaperson as it gives them something against those kind of threats, and encountering them opens opportunities to build their reputation and unique interactions.

A keen observer and socially adept slayer spotting a vampire in public for a reveal to raise the alarm for example is very helpful, even moreso if they have a sword.
« Last Edit: December 19, 2019, 12:25:58 pm by FantasticDorf »
Logged