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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3522772 times)

catfry

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Re: Future of the Fortress: List of Remaining Items
« Reply #15 on: January 21, 2009, 06:58:26 am »

Personally these things are what I'm looking most forward too.

Health care up to the point that a dwarf can generally pull through what should be non-mortal trauma
Simple surgery/setting of breaks/etc.
Make dwarves clean themselves up and groom/trim their cosmetic tissue layers before they sleep

These issues have always been a bit 'nagging', always having the same two dwarves with yellow spines lying in the barracks for years and years.
And the 'dirtiness' of the dwarves also has been a small nagging thing for me. Nice to see them resolved.

Possibility for unending attacks
Underground feature resources more likely and useful (farmable areas, etc.)
Easy to find features (if you want lots) throughout all Z levels, arranged to permit ample area for a fortress

One of the things dearly missed from the 2d version is the possibillity of sudden ambushes from the chasm as well as the spontaneous monster generation in the deep mines. (anyone else remember what creature it was that sometimes appeared and killed your miners? I want to say trolls but..)

Caves.

Everything about this. Currently caves have unused potential but are mostly a nuissance/irrelevant to gameplay.It is my hope that these updates will pan out to something much more entertaining.

Entity positions.

It will be interesting to see how the updated formalised hierarchy of the Fort will pan out. The change from 2d to 3d also brought new ways and positions and there was some excitement about that if I remember right.
I wonder what 'update guards' is about?

Weapon rack and armor stand assignments to individual soldiers within the barracks (automatic or manual if you care)

I have a question here. Will the units actually USE these? Hanging up their gear and switching to civilian clothing while of duty or what?

Commander-led training, with commander and evaluation of pupils determining nature of sparring/routines
Associated skills for leading/teaching
Personality effects on training

All this makes individual traits more important and I consider this a very interesting development that may change the focus of many gamers away from the whole 'equipment' side of the equation to are more 'individual dwarf' oriented view.
Gonna be interesting if it works.
Some more incentive to getting to know your dwarfs.

Soldiers that are standing down should sort out their equipment according to their settings, trading up if proper, generally sort out their belongings

A longed for improvement. I have found that in longer running forts I can deal with all clothing issues EXCEPT the way military and guards handle theirs. It will be nice to see a resolution here.

Updating undead severs (might not be necessary)

What? What are undead sewers?

Fix the annoying cat bug

What is this bug? How does it manifest?

Lots of other really interesting changes, I wonder how long the bug sqashing period will be.
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mendonca

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Re: Future of the Fortress: List of Remaining Items
« Reply #16 on: January 21, 2009, 07:20:16 am »


Updating undead severs (might not be necessary)

What? What are undead sewers?


Undead se_V_ers.

Presumably the Toad foresees issues with the removal of undead body parts.
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #17 on: January 21, 2009, 07:35:27 am »

Well, normally bones don't stay together by themselves without connective tissue, so skeletons might need a tweak.
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Duke 2.0

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Re: Future of the Fortress: List of Remaining Items
« Reply #18 on: January 21, 2009, 07:44:42 am »


Updating undead severs (might not be necessary)

What? What are undead sewers?


Undead se_V_ers.

Presumably the Toad foresees issues with the removal of undead body parts.

 I dunno, I look forward to severs underneath human sites being filled with nasty things. Although a goblin sewer would be more fitting to have undead.

 But yes, everything is awesome. Next release, despite taking a good chunk of a year, is worth it.

 Now there have been people bickering about how "Oh, all of these little cosmetic features are getting in the way of the game!" and "We don't WANT 1000 variables on the look and cleanliness of a beard!" I personally have not seen why they should be worried, but whatever. I dismissed them as people playing the wrong game.

 Now with this, you can show them all the cool features you will be including, and now the cosmetic things are actually a small bit of this large update.
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DJ

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Re: Future of the Fortress: List of Remaining Items
« Reply #19 on: January 21, 2009, 08:00:16 am »

Man, all this awesomeness only makes the wait harder :(

Anyway, regarding giving booze to the wounded - sometimes it shouldn't be a very good idea. Alcohol makes it harder for blood to clot, so patients with open wounds or internal bleeding should have their recovery set back by drinking booze.
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #20 on: January 21, 2009, 08:05:59 am »

Quote
Alcohol makes it harder for blood to clot, so patients with open wounds or internal bleeding should have their recovery set back by drinking booze

Dwarves obviously have some sort of odd chemcial differences between a normal human being and a dwarf.
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Glacies

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Re: Future of the Fortress: List of Remaining Items
« Reply #21 on: January 21, 2009, 08:08:07 am »

Man, all this awesomeness only makes the wait harder :(

Anyway, regarding giving booze to the wounded - sometimes it shouldn't be a very good idea. Alcohol makes it harder for blood to clot, so patients with open wounds or internal bleeding should have their recovery set back by drinking booze.

Hey, awesome. Now I don't mind them only giving water to my wounded.

Peewee

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Re: Future of the Fortress: List of Remaining Items
« Reply #22 on: January 21, 2009, 08:24:09 am »

Deal with draft vs. on break/jobs

Baaaaaaaawwwwwww  ::)

Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #23 on: January 21, 2009, 08:26:23 am »

Some of the items are hillariously vague or even imply no action.

"Think about doing stuff"
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DJ

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Re: Future of the Fortress: List of Remaining Items
« Reply #24 on: January 21, 2009, 08:31:38 am »

Quote
Alcohol makes it harder for blood to clot, so patients with open wounds or internal bleeding should have their recovery set back by drinking booze

Dwarves obviously have some sort of odd chemcial differences between a normal human being and a dwarf.
But I want a reason to build elaborate plumbing systems :(
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catfry

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Re: Future of the Fortress: List of Remaining Items
« Reply #25 on: January 21, 2009, 08:54:49 am »


Updating undead severs (might not be necessary)

What? What are undead sewers?


Undead se_V_ers.

Presumably the Toad foresees issues with the removal of undead body parts.

Embarrassing mistake, you are right.
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Zwergner

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Re: Future of the Fortress: List of Remaining Items
« Reply #26 on: January 21, 2009, 09:09:05 am »

Awesome.  Good luck!

I hope we get some really awesome bugs out of all these new features ;D
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #27 on: January 21, 2009, 09:10:34 am »

Quote
Embarrassing mistake

Or an embarassing discovery... Dun dun dun

Undead Sewers would be pretty awsome... though I guess we would have to wait until... well... sewers. (my vote is Humans get them!)
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Sizik

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Re: Future of the Fortress: List of Remaining Items
« Reply #28 on: January 21, 2009, 09:30:34 am »

Fix the annoying cat bug

What is this bug? How does it manifest?

This is detailed here.
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Tormy

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Re: Future of the Fortress: List of Remaining Items
« Reply #29 on: January 21, 2009, 09:54:56 am »

Very interesting! Can't wait for the update.

I guess we all feel the same way.  :)
Toady - thanks for this detailed list!
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