Are the statues of dwarves etc actually depictions of historical figures a la engravings or are they just generic? Also, could appropriate civ/group symbols be made into statues? Are idols and the like touched as well?
Yeah, it's the same as engravings, although the proportions of what is selected are different. Yeah, I think they are called figurines now and they have the same properties as the statues, so your "crafts" jobs will spit them out sometimes.
Is there going to be an option to have the dwarf make any sort of statue he wants or do we have to be spesific now?
It works the same way as it does in the currently released version.
Will statues have symbols assosciated with them based on what they represent? I.E. "d" for dog statues?
It doesn't work that way now, but it wouldn't be that difficult to add an option if I find time.
Once the statues are built are we going be able to query them like engravings to find out what the statue is?
Yeah, it'll give you the same information in the item description as you get for engravings, if there's any historical tie-ins, etc. Statues of specific dwarves get the dwarf's name right in the item name.
I'm curious whether the symbolism code got copied over from engravings. Will dwarves know what they are looking at?
If I see tetrahedrite statue of mule how many happy thought do I get?
There isn't any symbolism code for engravings. They just look at the material and quality. For items in the currently released version they look at material, quality, overall type, and shape/material/quality/color of improvements/thread, the race that made the object, and maybe a few other things, but not the creature type etc. of individual improvements. They should look at those too, of course, but I haven't done it yet. I may or may not do it this time, depending on the time.
Do soldiers still carry provisions? I assume that'll let them stay out much longer. Relatedly, is there a specific order that lets them leave there post to resupply but then sends them back? This also applies to archers and bolts.
That's still in flux, so I'm not sure how it's going to turn out yet. They are currently pretty eager to change out their equipment, even if it reduces staffing, since they have to grab their equipment when they are placed on duty anyway, but I haven't finished ammunition handling yet, so it might be done differently.
Are there any plans to allow haulers to bring provisions (food, booze, bolts, etc) out to soldiers on station?
None in particular. It's happened in a few reward stories, but nothing that ever made it into dev, I think. It's a reasonable thing. It would be better if somebody could come out with a whole basket of food or something.
While the new features are awesome, what I'd really like to see would be a working population cap and the ability to cap pets. Any chance of getting those in the upcoming release?
I have a pop cap save or two to check as part of the last bit of things to look at, though there's a lot of stuff in that list now so I can't guarantee I'm going to get to everything. I've never been able to reproduce the pop cap issue myself. The pet cap hasn't been changed as far as I can remember.
Will migrants ever ride caravans into the fort?
If your own initial caravan is ever woven into the game's overall structure in a more normal way, traveling groups will certainly have access to the same vehicles. It might also happen anyway, but the vehicle rewrite would have to come first.
somewhere, Toady said something about duel-wielding. Does this mean:
1)Actually having two weapons in fort mode in hands
2)Like it is now, not using both at the same time
They should be assigned and grab two weapons, yeah, or as many weapons as you assign them and they have grasps.
top 10 stuffI know some of the relevant people saw this, but in case you missed it.
Maybe kids will also play with toys to train their dexterity/ smarts/ etc depending on toy and have a preference for a certain toy type?
On that topic: kid moods bug will be adressed this version?
Will dwarves be temporarily claiming or buying the instruments and such they desire/require for playing at a party?
Music at a meetingplace party, will give additional happythought (dep. on quality of music) layer?
Yeah, we've wanted kids to play with toys forever, but never found the time. Still not sure we will, he he he, but certainly having a kid bring a toy to a party would be a start. Kid mood bug? The one about the professions or something?
I haven't planned out specifically how music will work. I'm not guaranteed to even get to it, but I imagine they'll just be able to claim an instrument if there's one sitting around, as there's no point wallowing in the economy for now. I put in some invisible skills for music a while ago, so the playing of the music would very likely have an impact on all of the party-goers.
Will the bug with intelligent captives/tamed creatures starving/dying of thirst be fixed for this release? Also, if you have tames intelligent creatures (like *-men) will they use equipment in the new version?
Do I even know about that bug? I don't think I did anything in particular there in any case.
Tame intelligent creatures? Do you mean a mod of some kind?
Now that we have better control over Soldiers/Fortress Guard and civilians, where does the Hammerer fit in? Part of the Guard? A Civilian?
The hammerer is an appointee of the baron/count/duke. The hammerer is also the leader of the Royal Guard, who still don't do anything, though you can give them orders now.
If so, can I make two different emergency burrows for two different groups of civilians? AKA everyone assigned to this burrow goes to this emergency area, everyone assigned to this one goes to a different one.
Not yet. The current system is lacking, but I'm not sure what I'll get to.
Will size come into play more when it comes to damage? AKA, a bolt has to travel through a lot more flesh to get to a dragons heart then a goblin?
The size has an impact, but I haven't gotten to the point where I can definitely say how extreme it'll be. It's using all the same damage code between a spear thrust and an arrow strike once it actually gets to doing the damage, so if a spear is to be different for a dragon vs a goblin, there will be a pretty extreme difference with projectiles as well, yeah. There are lots of variables though, and there are also some missing variables that I might need to add, once I get down to doing more numeric tests.
Will formations give any bonuses other then simply having your dwarves where you want them? Will they allow you to make your dwarves "face" a certain direction for better combat bonuses? Or are there other bonuses you have in mind?
The way facing works in the current version, anything that can stop you from being flanked would already be a good thing, though with the amount of hopping around in the current combat, we'll have to see how formations merge with that. Perhaps it should just set the option adventurers have to stop them from hopping if the formation is to be kept tightly. There are things I'd eventually like to do with polearms vs. charging and all that kind of thing, etc., but there aren't enough underlying mechanics yet in terms of charging. For now, being able to stop from being surrounded and being able to have an immediate 3 to 1 advantage on lone critters that step up to a line and so on should be something, as well as being able to wheel around a bit to get even higher ratios. I'm not really sure how it'll play out though, especially on the first pass. I also haven't done any reading yet.