Footkerchief and Knight Otu and abadidea (and probably others!) answered some questions that didn't appear below. There's a lot this time (in two posts!), so I apologize if anything below sounds short or is a mess.
I should have been more specific in that I am refering to where the Mummy is stored. The types of objects within (Funeral rites). and yeah even the clothes and objects the mummy is dressed in. With respect to different cultures such as not egyptian.
I'm all for whatever, as usual, but right now I'm just mixing random cliched-ish customs as they come up. I imagine some diversity will be added in over time, and eventually cross the boundaries of what I currently know anything about (a line we just crossed with gem faceting for instance, with all the new cuts). But for now it is fairly boring and generally unrawified. Once I feel more comfortable with how things are going, it'll come out into text and get spread out.
You've talked quite a bit about what you feel you need to do for releases 3, 4, and 5 (games, music, storytelling, fistfights, multiracial forts etc) that isn't explicitly mentioned on the dev page, but there's very little about what you want for the upcoming release 2 aside the explicit mentions of schedules/activities and mines. I think you mentioned village maps if you don't get to extending the town map generation to that, workshops, and geological structures, but is there more than that?
The idea for that release is to get the town and villages up to a baseline of people moving around, working, and having all of their raw material industries in place, although the lack of trade or otherwise moving goods would preclude finishing this. Right now, you can't find any raw materials in the towns and villages (stone, bone stockpiles, etc.), and despite the time spent on mining in world gen, you can't find any miners aside from people that incidentally get the skills. People also just sit in their houses all day, so there is no sense of bustle. There's a problem with not being able to consume resources because they aren't renewed or brought in, but something has to give or happen first -- I imagine there'll be various reprioritization and movements of dev goals to keep the game playable and somewhat sensible as it goes, but what I've written above is the overall feel, anyway. This Release 2 is now subject to some of the things being moved up, which I'll mention below. I think it might be more 5-ey and 8-ey than 2-ey for a bit, but nothing has been formalized. We still have to think about it.
What future feature are you most "exited/Proud" about?
My personal bet is Release 5, as I recall in one of the DF Talks he mentions that it will "test the premise of the entire game, that you could have all these systems running simultaneously" [paraphrased]
Yeah, as much as I can comfortably answer a "favorite"-type question, that works. To the point where it is very likely being moved up.
Attributes are supposed to impact performance at various tasks, but according to my testing impact of attributes on quality of products is completely unimportant compared to skill. There is no noticeable difference between "legendary carpenter with a boundless creative imagination" and "legendary carpenter (with average creativity)". Is it intended?
It's not intended, but that is how it is, for all attributes and all skills (with some combat related exceptions probably). In response to the discussion, creativity is an attribute for carpentry and it does effect the roll, but skill outpaces it. To check, just ran a test - an unskilled, meager creativity dwarf with no other notable atts made 10 lowest quality items, where an unskilled, great creativity dwarf with no other notable atts had 5 come out well-crafted. Once they are legendary and churning out exceptional goods and masterpieces, it doesn't matter anymore. I don't want attributes to dominate the game, but I think they should be important even at the highest levels. It kind of makes me want to split quality into different categories though.
1. Will being a vampire be separate crime (killing by drinking blood)? Current murder doesn't bring death sentence.
2. What are benefits from having hammerer? I mean, we have guards already and by adjusting their weapons we can alter the punishment degree, while hammering offers death and heavy crippling.
3. How vampires can reproduce in fortress mode? Can they have children?
4. If a child is turned into vampire, will it grow into adulthood?
Vampirism etc. aren't separate crimes, but the point of view is a reasonable thing and it makes sense that it would move beyond the justice system and into the that's-horrifying-let's-kill-it-to-save-ourselves realm. I'm not sure if the punishments were being reduced for lenience, but all my murderers were getting the dwarven death sentence of 50 strokes of the hammer. You don't need to have a hammerer if you aren't interested in justice. If I recollect, vampires are sterile as it stands. If it works, child vampires won't grow up, though I haven't specifically tested that so there's a chance it doesn't work properly. I think it all looks at the same age value, which is controlled by vampirism... so I hope it works.
Will it ever be possible for your fortress to fight for independence from your home civilization? Will the king ever start taxing you, claiming some of your soldiers or issuing some new kind of mandates of his own like "You need to export at least 30 battle axes, 20 mining picks and 500 prepared meals by next year," and thus start getting rebel sentiment in your fortress? It would be neat to have a Colonization style revolutionary war against other steel clad dwarves, although unless they were trap immune or something it would still be too easy to win.
There isn't war with the home civ right now, but you do have the ability to refuse the barony, which is going to amount to something similar (respecting whatever changes). There's a whole section in some of the old notes about obligations to the king, and that all stands in theory. I really have no idea when we'll be getting to that sort of thing though.
Do you think it's possible that we'll see prisoner executions in the future? IE, if we have a caged Goblin in a stockpile, would we be able to 'mark it' for execution? This would make life a lot easier than it is now, where we have to disarm prisoners in sort of a hacky-way, then build the cage/mechanisms. It would also give the Hammerer a useful purpose in between punishing dwarves for crimes.
Overall respecting the status of a civilized prisoner beyond that of a caged beast is a reasonable goal.
With these new upgrades to the city systems, how close are we to having a 'Retire' option, where instead of abandoning the fort, you give it to the gameworld to control, allowing you to, say, start a new fort and trade with the old one?
Probably not until after we have actual dwarf towns being generated, and then some.
Yeah, since the new city system moves us closer to re-enabling dwarf towns, we are at least descending in our orbit around this one.
Will pottery and waxworking be moodable skills in the upcoming version?
I haven't changed anything with these. If I remember (and I'm not sure I do), the impediment is getting tools and moods to play nice. Moods are old and creaky, so it takes a bit of work.
What happens if all of your dwarves are vampires? Do they feed off each other?
They only feed on sleeping people, and the vampires don't sleep. So they'd have to wait for dinner to move in. Then they'd probably go a bit piranha on it when it decides to sleep.
Can dwarfs fight back while being fed on and do vampires avoid military/strong dwarfs? I'd hate to lose my militia commander to the weird guy nobody likes. If they can fight back what skills dictate whether they'll wake up? Will it be an awareness thing, or just a struggle when they are bitten?
The victims are sleeping so nothing dramatic happens. I originally wanted to have a wider range of feeding encounters, but we've inhabited a time-squeezed process for a while and this was less fussy.
If the blood thing isn't changing, and a well gets contaminated by vampire blood (say by the sheriff after he executes him, or by a survivor of a fight when the vampire did not), will that make vampires, or does the blood need to be pure?
It hits all of the contaminants during the ingestion check, so a polluted well would lead to a vampire-ridden fortress, provided the contaminant actually gets into the bucket water and maintains its historical figure status through the entire event. I'm not sure if that's the case, but if you've seen named blood in a well bucket before, then you've got trouble for the next release.
Toady, while you aren't making varieties of vampires and other undead monsters NOW, have you included the framework for expanding them in the future? Can we mod in additional types of vampirism ourselves? If so, are they "whole package" or did you make the framework for random parts in the curse/secrets system?
I don't quite understand the random parts part, but you can add your own interactions that have a series of tags to play with, and if you add in many kinds of curses, the gods will pick and choose randomly, so all of your kinds could show up in one world and some of them in another, etc.
Here are the interactions as they stand untested and possibly type-o-ey from the example folder (the game uses slightly randomized versions of these). They will be cleared before release. Even at this stage I'd hesitate to call anything final, but it's close enough, and it should show some of the strengths and limitations of the current setup. I think the main issue is the conflict between info in the interaction and in the "can do interaction" for targeting and so on. It's a bit redundant at times, but there are a number of tricky issues so it's just going to stand for now.
Mummy
[INTERACTION:EXAMPLE DISTURBANCE EFFECT]
[I_SOURCE:DISTURBANCE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_FORBIDDEN:NOT_LIVING]
[IT_REQUIRES:CAN_SPEAK]
[IT_REQUIRES:FIT_FOR_RESURRECTION]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:RESURRECT]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Disturbed dead]
[SYNDROME]
[SYN_CLASS:DISTURBANCE_CURSE]
[CE_DISPLAY_TILE:TILE:165:6:0:1:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKESFIGHTING:MISCHIEVIOUS:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Curse]
[CDI:INTERACTION:EXAMPLE CURSE]
[CDI:TARGET:A:LINE_OF_SIGHT:DISTURBER_ONLY]
[CDI:TARGET_RANGE:A:25]
[CDI:USAGE_HINT:MAJOR_CURSE]
[CDI:VERBAL]
[CDI:VERBAL_SPEECH:curse.txt]
[CDI:MAX_TARGET_NUMBER:A:1]
[CDI:TARGET_VERB:feel horrible:looks horrible]
[CDI:WAIT_PERIOD:20]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:EXAMPLE D RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:25]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[INTERACTION:EXAMPLE CURSE]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_CANNOT_TARGET_IF_ALREADY_AFFECTED]
[IT_MANUAL_INPUT:victim]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Cursed]
[SYNDROME]
[CE_SKILL_ROLL_ADJUST:PERC:0:PERC_ON:20:START:0]
[INTERACTION:EXAMPLE D RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKESFIGHTING:MISCHIEVIOUS:START:0]
Necromancer
[INTERACTION:EXAMPLE SECRET]
[I_SOURCE:SECRET]
[IS_NAME:the secrets of life and death]
[IS_SPHERE:DEATH]
[IS_SECRET_GOAL:IMMORTALITY]
[IS_SECRET:SUPERNATURAL_LEARNING_POSSIBLE]
[IS_SECRET:MUNDANE_RESEARCH_POSSIBLE]
[IS_SECRET:MUNDANE_TEACHING_POSSIBLE]
[IS_SECRET:MUNDANE_RECORDING_POSSIBLE:objects/text/book_instruction.txt:objects/text/secret_death.txt]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:MORTAL]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:CAN_SPEAK]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Necromancer]
[SYNDROME]
[CE_DISPLAY_TILE:TILE:165:5:0:1:START:0]
[CE_ADD_TAG:NOEXERT:NO_AGING:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_CAN_DO_INTERACTION:START:0]
[CDI:ADV_NAME:Animate corpse]
[CDI:INTERACTION:EXAMPLE RAISE]
[CDI:TARGET:A:LINE_OF_SIGHT]
[CDI:TARGET_RANGE:A:10]
[CDI:VERB:gesture:gestures:NA]
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]
[CDI:WAIT_PERIOD:10]
[INTERACTION:EXAMPLE RAISE]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_ITEM]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[IT_MANUAL_INPUT:corpses]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_IMMEDIATE]
[IE_ARENA_NAME:Animated corpse]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKESFIGHTING:MISCHIEVIOUS:START:0]
Regional Zombies
[INTERACTION:EXAMPLE DEAD ANIMATION IN EVIL REGIONS]
[I_SOURCE:REGION]
[IS_REGION:EVIL]
[IS_REGION:ANY_TERRAIN]
[IS_FREQUENCY:100]
[I_TARGET:A:CORPSE]
[IT_LOCATION:CONTEXT_REGION]
[IT_AFFECTED_CLASS:GENERAL_POISON]
[IT_REQUIRES:FIT_FOR_ANIMATION]
[IT_FORBIDDEN:NOT_LIVING]
[I_EFFECT:ANIMATE]
[IE_TARGET:A]
[IE_INTERMITTENT:WEEKLY]
[SYNDROME]
[CE_FLASH_TILE:TILE:165:3:0:0:FREQUENCY:2000:1000:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:300:1000:TOUGHNESS:300:1000:START:0]
[CE_SPEED_CHANGE:SPEED_PERC:60:START:0]
[CE_ADD_TAG:NO_AGING:NOT_LIVING:OPPOSED_TO_LIFE:EXTRAVISION:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:NOEMOTION:PARALYZEIMMUNE:NOFEAR:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:NOTHOUGHT:NO_THOUGHT_CENTER_FOR_MOVEMENT:NO_CONNECTIONS_FOR_MOVEMENT:START:0]
[CE_REMOVE_TAG:HAS_BLOOD:TRANCES:LIKESFIGHTING:MISCHIEVIOUS:START:0]
Werewolf
Note: This assumes there's a casteless beast "WEREBEAST". Inside of its bite attack, you'd put:
(SPECIALATTACK_INTERACTION:WEREBEAST_BITE) with square brackets.
[INTERACTION:WEREBEAST_CURSE]
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to assume the form of a wolf-like monster every full moon]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:0]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
[CE_ADD_TAG:NO_AGING:START:0]
[INTERACTION:WEREBEAST_BITE]
[I_SOURCE:ATTACK]
[IS_HIST_STRING_1: bit ]
[IS_HIST_STRING_2:, passing on the werebeast curse]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:WERECURSE]
[CE_BODY_TRANSFORMATION:START:16800]
[CE:CREATURE:WEREBEAST:DEFAULT]
[CE:PERIODIC:MOON_PHASE:27:0]
Vampire
[I_SOURCE:DEITY]
[IS_USAGE_HINT:MAJOR_CURSE]
[IS_HIST_STRING_1: cursed ]
[IS_HIST_STRING_2: to prowl the night in search of blood]
[I_SOURCE:INGESTION]
[IS_HIST_STRING_1: consumed the tainted blood of ]
[IS_HIST_STRING_2: and was cursed]
[I_TARGET:A:CREATURE]
[IT_LOCATION:CONTEXT_CREATURE]
[IT_REQUIRES:CAN_LEARN]
[IT_REQUIRES:HAS_BLOOD]
[IT_FORBIDDEN:NOT_LIVING]
[IT_FORBIDDEN:SUPERNATURAL]
[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]
[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]
[I_EFFECT:ADD_SYNDROME]
[IE_TARGET:A]
[IE_IMMEDIATE]
[SYNDROME]
[SYN_CLASS:VAMPCURSE]
[CE_ADD_TAG:BLOODSUCKER:NO_AGING:STERILE:NOT_LIVING:NOEXERT:NOPAIN:NOBREATHE:NOSTUN:NONAUSEA:NO_DIZZINESS:NO_FEVERS:PARALYZEIMMUNE:NO_EAT:NO_DRINK:NO_SLEEP:NO_PHYS_ATT_GAIN:NO_PHYS_ATT_RUST:START:0]
[CE_PHYS_ATT_CHANGE:STRENGTH:200:0:AGILITY:200:0:TOUGHNESS:200:0:START:0]
[CE_MATERIAL_FORCE_MULTIPLIER:MAT_MULT:NONE:NONE:1:2]
[CE_BODY_MAT_INTERACTION:MAT_TOKEN:RESERVED_BLOOD:START:0]
[CE:INTERACTION:VAMPIRE_CURSE]
[CE:SYNDROME_TAG:SYN_INGESTED]
[CE:SYNDROME_TAG:SYN_INJECTED]
[CE_DISPLAY_TILE:TILE:165:4:0:0:START:0:CAN_BE_HIDDEN]
[CE_BP_APPEARANCE_MODIFIER:START:0:BP:BY_CATEGORY:TOOTH:APPEARANCE_MODIFIER:LENGTH:150]
[CE:COUNTER_TRIGGER:DRINKING_BLOOD:1:NONE:REQUIRED]
The werewolf in this case would have the material weakness on the beast definition, but you could also add it to the syndrome if you want the non-transformed to suffer from it (I don't remember convention there).
Do vampires, when disguised, still transform others? Say, would Vampire X, who claims to be C, and gets a cut, when D drinks X's blood, would it track it as if it belonged to X or C? Would you be able to tell a vampire if it bleeds by the name on the blood?
I think somebody mentioned this, but the C identity is treated as an identity rather than a full creature, so it doesn't impact the properties of the blood. At the same time (I think) it still manages to obscure the true identity of the blood since it intercepts the historical figure name attached to the blood. I don't recall if I tested that case specifically though. There are going to be a lot of bugs that make vampires easily findable, especially at first.
if a disguise is just another "displayed name", is the disguise name also an historical figure ? Can a disguise be culled while the vampire name stays known ? In other words, what happens if a vampire in disguise bleeds in worldgen, will the blood be called by the disguise name ? If so, what happens if the disguise name gets lost ?
It doesn't get the same status as a historical figure, and identities are few enough that they are never culled, even if historical figures are. I'm not sure what you mean by the worldgen blood -- like if a night troll captured the vampire and butchered it, and you found it afterward? There isn't any blood tracked in world gen as far as I remember.