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Author Topic: Future of the Fortress  (Read 11452 times)

xzaxza

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Re: Future of the Fortress
« Reply #60 on: March 04, 2025, 06:52:28 am »

From the previous topic, Jan 22 / Feb 3

Quote from: Toady One
Quote from: Untrustedlife
3. I was playing the new adventure mode release (which is fantastic, by the way), and I came across a city in my thousand-year-old world where half of it used one currency, while the other half used a different one. This made the coins I acquired in one shop worthless in another.
Are there any plans to add some sort of bank or other feature where I can exchange coins for other currencies? Since we already have counting houses and the game tracks their value, it doesn’t seem like too much of a stretch or too much like a suggestion, right? (And also, it seems like a very useful trader arc thing)
3. Huh, that's interesting.  I wonder how they got split like that.  But yeah, in the spirit of all the items making sense, we'd need some sort of minting location, and then the other stuff would flow from that most likely.  Hard to say when it'd come up, obviously very economy related.

I reported a thing that looked very much like that over here: https://dwarffortressbugtracker.com/view.php?id=12914

I also did a suggestion regarding economy a while back which I think is really neat: http://www.bay12forums.com/smf/index.php?topic=182576.0 Imo it'd be quite important to have a diverse and positively complex economy system, plus perhaps some stuff that you can do with all the money.

Ie., there should be more diverse currencies, not only metal coins, and for metal coins, it'd make very much sense to have different civilizations base their coinage on different metals and even have smaller/larger coins of the same metal. They could also have procedurally generated names. Traders would make profit off currency exchange, and certain strong currencies could be also used outside the actual civilization to some extent.
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elanto

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Re: Future of the Fortress
« Reply #61 on: March 05, 2025, 07:52:58 am »

Greetings, I hope everyone is doing well.

I've seen discussions about the difficulty of implementing mode switching. In the latest 'Future of the Fortress' update, it was mentioned that initially, a single switch would be implemented. I assume this means a one-time change from Adventure Mode to Fortress Mode or vice versa.

I'm very interested in this mode switching feature. Do you think that in the more distant future, it might be possible to implement multiple mode switches within the same game?

Also, do you think it could be possible to have the world progress consistently in both modes? I'm referring to cities continuing to develop, workshops continuing to operate, etc., while in Adventure Mode, considering that time passes differently in each mode.

Regarding mode switching, I was thinking along these lines: for example, if you're an adventurer, you could only access Fortress Mode if you created that site or if you manage to become the mayor of the location. At that point, a tag would be added to your game, anchoring you to that site. Then, from that site, you could switch to Adventure Mode with any of the inhabitants, and any of them could return to Fortress Mode only at that site. You could only access Fortress Mode in another location if that character, with whom you started Adventure Mode, creates another site or manages to become the mayor of another location. At that point, the old tag would be replaced with the new site, and you would no longer be able to control your old character unless you regain control of the old site.

Would something like this be possible in the distant future? Considering that the difficulty of time differences would have to be overcome first.

Thank you very much for your time and work.
« Last Edit: March 05, 2025, 07:55:29 am by elanto »
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Lucidess

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Re: Future of the Fortress
« Reply #62 on: March 07, 2025, 10:16:49 pm »

Hello, I've been playing since Premium release, and I have a lot to say about the menu's in Fortress mode. The menu's need a lot of work, and I feel like a lot of this work is more reliant on feedback and decision making rather than a technical feat. Since v50 i've witnessed the Labor menu change over time, and currently I don't like how some of the features have been already lost. The primary goal of a menu should be to present information with as little clicks as needed, unless something specific can be done in the menu that is worth doing. I heard Tarn mention something about use cases? well i can provide use cases.

More importantly, the menu's are always interacted with, at all times in DF. So therefore, I really believe it should be taking the front seat for improvements as much as possible. I have to applaud Putnam for putting so much work into the menu's, but again, specific changes have deviated away from mouse functionalities in lieu for keyboard functions, which still feels half baked because most of the menu are not keyboard friendly anyway. There is a lack of visual hotkeys shown, lack of hotkeys binded to certain keys in menu's (no keybinds to set "selected only do this" in labor menu), and an overall lack of qol improvements such as not being able to check a creature sheet from the labor menu. Even DFhack doesn't have this. The Stockpile menu desperately needs a "Show only in Stocks" filter that sorts out every single thing that we DON'T have present in our stocks/embark site to clean out the insane amount of clutter that we have to sort through just to make (for example) a Refuse stockpile just for Miasma.
There was also a lost functionality over where selecting one dwarf from the labor menu would automatically set the labor to "only selected do this", and selecting none would set it to "everybody does this".  I feel like this function should be placed back into the menu to accommodate keyboard functions, and personally I miss it.
There's also been a realization in the community that there is no Gelder Guildhall. A travesty.

So my bottom line 2 questions is:
Do you need more feedback on what to do with the menu? I can provide endless help if needed.

Is there a plan where all menu's get a "full pass", where all menu's become consistent and 100% keyboard/mouse compatible?
« Last Edit: March 07, 2025, 10:27:24 pm by Lucidess »
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PlumpHelmetMan

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Re: Future of the Fortress
« Reply #63 on: March 07, 2025, 10:45:38 pm »

Post your questions in lime green so that Toady can distinguish them from discussion posts.
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Putnam

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Re: Future of the Fortress
« Reply #64 on: March 09, 2025, 01:49:59 am »

do you think it could be possible to have the world progress consistently in both modes? I'm referring to cities continuing to develop, workshops continuing to operate, etc., while in Adventure Mode, considering that time passes differently in each mode.

This is already how it works, such as post-wg is.

DPh Kraken

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Re: Future of the Fortress
« Reply #65 on: March 09, 2025, 02:13:16 am »

Temple magic is on the docket, so I'll ask some questions about religion and related identities in the game.

A civilization starts with a pantheon of gods, and then a prophet can found a religion based on one of those gods.

1. What do you envision the "religion" entity as? Is it simply a cult practice for a specific god? Do you imagine the ones in-game as representing a broader social order akin to Christianity, Islam, etc?

2. Without a religion entity, will there still be the need for ritualist roles like a folk healer or exorcist?

3. At times, it feels like the game covers up a more culturally complex world with this layer of high-fantasy paint. "Here's a dwarf hillocks, they speak the dwarf language" when the reality is a lot more complex. Do you have anything in mind to help the generated nations and cultures become more distinct and visible in this current world of graphics and Lua?
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P.Elijah

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Re: Future of the Fortress
« Reply #66 on: March 10, 2025, 06:07:04 am »

Tarn, I have a question regarding squads and militias. Would it be possible to add a "select all squads" button on the squad panel rather than checking all the boxes for a large number of squads!
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Fell

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Re: Future of the Fortress
« Reply #67 on: March 10, 2025, 07:21:56 am »

I love the new adventure mode, but holding conversations has become a little more tedious with the new UI. Mainly because focusing/unfocusing the filter text box can only be done with the mouse AFAIK. In the old version, it was very easy to type a keyword and accept a dialogue option, making it almost feel like typing chat messages.

Can we get a simple hotkey or autofocus for the search/filter text box in the talking UI of adventure mode?
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KillerClowns

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Re: Future of the Fortress
« Reply #68 on: March 10, 2025, 10:35:39 am »

Among the development page todos are the things I've been most hyped about since... well, 2009, according to my own post history:

> Scrap good/evil lands for lands with more variety

> Magical landforms generalizing and/or replacing good-evil regions and the underworld
> Can be closely tied in to new magic systems
> Shape/materials related to the creation myth

Are there plans to move away from good/evil lands to creation myth magical lands during this current "arc"? How far away is it, if it's even on the table yet at all?
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elanto

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Re: Future of the Fortress
« Reply #69 on: March 10, 2025, 06:16:52 pm »

do you think it could be possible to have the world progress consistently in both modes? I'm referring to cities continuing to develop, workshops continuing to operate, etc., while in Adventure Mode, considering that time passes differently in each mode.

This is already how it works, such as post-wg is.

Seriously? I thought the world didn't progress the same way it does when you generate the world or when you're in fortress mode.
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Egan_BW

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Re: Future of the Fortress
« Reply #70 on: March 10, 2025, 07:07:42 pm »

There's a different system for time passing during and post-worldgen, but the goal is that all of the same things can happen. It can't be exactly the same as world generation, as far as I can tell because the data is in a different form and it's impossible to pack things back up without losing anything. And I believe that some stuff doesn't yet progress properly in the post-worldgen version.

But yeah, the current state of the game is the product of a big update cycle aiming to "activate" the world and let things outside the fortress to continue to change dynamically during play. It just needs more work done on it, like the rest of the game.
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Chris Nihilus

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Re: Future of the Fortress
« Reply #71 on: March 12, 2025, 08:15:35 pm »

One of the things I like to do in Fortress Mode is build impressive cathedrals dedicated to whatever happens to be my favorite god in that world.

However, to my knowledge, there is no way to convert dwarves or attract dwarves of a specific cult.

We know dwarves are generally a stubborn race, but one would think that, over time, factors like glorious churches, skillful priests, peer pressure, or reading books written by devout followers could influence more malleable dwarves to convert. On the other hand, a traumatic event might cause someone to change their perspective entirely and choose a completely new path, and perhaps particularly surly dwarves or rebellious teenagers would gravitate toward a god that opposes the dominant faith around them.

At the very least, having a beautiful cathedral dedicated to a specific god should attract more dwarves who already worship that deity, having heard of it somewhere.

Is there a plan to make religion and conversions a mechanic we can actively engage with?
« Last Edit: March 13, 2025, 02:22:30 am by Chris Nihilus »
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voliol

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Re: Future of the Fortress
« Reply #72 on: March 13, 2025, 01:50:41 am »

Welcome to the Bay 12 Forums, Chris! In this thread, we mark questions for Tarn in lime green, like this:
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Is there a plan to make religion and conversions a mechanic we can actively engage with?

onura46

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Re: Future of the Fortress
« Reply #73 on: March 13, 2025, 02:53:37 pm »

I recently read an interesting book called "Special Operations in the Age of Chivalry, 1100-1500", and the coincidental siege improvement announcement (SO EXCITED! <3) spurred me to ask if we might see anything like this in the future, assuming it hasn't been ruled out as just plain unfun:
1. Invaders using a corrupted citizen to open/unlock doors or pull levers for them
2. Enemy agents/invaders attempting to free caged prisoners
3. Enemy agents attempting to poison important citizens (more possible now with magic changes?)
4. Invaders destroying infrastructure just because they can (I've seen trolls destroy my farm plots, for example, and it always felt like effective attrition against me)
5. Invaders setting fire to buildings
6. Diplomats seeking or offering ransom for people; prisoner exchange


Thanks for taking the time!
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elanto

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Re: Future of the Fortress
« Reply #74 on: March 13, 2025, 06:39:35 pm »

There's a different system for time passing during and post-worldgen, but the goal is that all of the same things can happen. It can't be exactly the same as world generation, as far as I can tell because the data is in a different form and it's impossible to pack things back up without losing anything. And I believe that some stuff doesn't yet progress properly in the post-worldgen version.

But yeah, the current state of the game is the product of a big update cycle aiming to "activate" the world and let things outside the fortress to continue to change dynamically during play. It just needs more work done on it, like the rest of the game.

Understood, nice to ear this. Thanks for your explanation!
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