Are there still plans to bring Dwarf Fortress to macOS ? The last mentions in patch notes seem to be from 2023 and confident but nothing since.
Ziusudra:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8598677#msg85986771.- Are there any particular city planning problems that you would like to expand on? (diseases due to lack of hygiene, seasonal floodings from rivers near a fortress, etc.) i'm aware that older versions of the game had an underground river that created seasonal floods and players used the mud to grow crops
2.- Will natural disasters make their way into the game any time soon? i've only seen few people talking about it recently, aside from epidemics on your interview with BlindiRL
3.- Once some sort of food preservation and nutrition update/rework is on the tracks, will these mechanics be availabe to adventurers on release?
4.- Any chances we'll get different types of armours? (scale, lamellar, cuir bouilli, etc.)
1.- It would be cool to get back to floods, but 3D made it much trickier. Cave-ins as well, same problem. But it's all doable and that would be good. I think disease and hygiene for dwarves in particular feels less dwarfy perhaps, but the humans should suffer. I think the child adoption etc. problem is still pretty important, and education as well (like the guild apprenticeships etc.)
2.- No idea when. It's good if they are a fun challenge. Earthquakes seem scary. Floods and eruptions are scary. Tornados and hurricanes probably not as scary for dwarves, unless there's some associated flooding. Meteor strikes would be funny but just bad luck.
3.- Any nutrition changes would be in adventure mode automatically. Specific jobs are not as clear-cut since we haven't moved fort industry over to adv mode, though that's one of the dev nearer term goals (with the cabin stuff.)
4.- Armor and weapons have been really lackluster, just using the cheap early RPG types more or less. Would be cool to diversify but I have no idea when that'd happen.
So more big weapons is not planned before the proper end of the "siege arc". May they come soon after this?
Unrelated questions about the justice system: the beatings are currently much deadlier than they should be. When will beatings be changed for guards to hold their punches and not kill the criminal?
On the other end, is there a reason why dwarves use hammers for executions and not another mean like beheading with an axe? Was hammering dorfier?
May the player killing a criminal sentenced to death with other creative ways eventually counted as an execution and give happy thoughts to the injured parties?
DPh Kraken:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8598914#msg8598914I'm not sure when big weapons are coming in. It's not a huge huge rewrite of the weapon system, but I also don't want to differentiate between "human-sized long sword" and "elf-sized long sword" probably? That seems sort of fiddly and annoying, and the armor/clothing sizing has caused no end of trouble. But it would be cool for a giant to come with a gigantic mace or something of course.
If beatings are deadlier than they should be, it'd be due to unarmed combat being too deadly probably, which is a bit of a can of worms.
Being sentenced to the Hammerer is a hold-over from the original dragslay rpg we made - the humans had the Lasher and the elves beat you with a cane. We've since reinterpreted the hammering as "being reforged" in the stories. I don't know that creative executions would give happy thoughts to the dwarves generally since they don't delight in torture the same way humans can.
With the siege update updating sprites to units like trolls, are there any plans of doing the same on a wider scale for the update? Things like armor, weapons, clothing, etc being visible on intelligent wilderness creatures and semi-megabeast.
Going a bit further, what are the plans (if any) for the near future regarding the physical appearance traits of various units showing through the graphics? For example currently every giant looks like the same naked bald dude rather than reflecting their descriptions, or every king cobra man being depicted with white scales as opposed to the various colors they might actually have.
War animals suffer a lot from the game not making it clear just how large they currently are. This can be an issue as knowing how large a war animal is could be important in regards to scaling how combat ready the animal is or how dangerous the animals brought by invaders are during a siege. Obviously a 1 year old war dog isn't going to be fully grown yet and won't be as effective in battle. However on the far opposite side of the spectrum we have dragons and cave dragons, which are born just a tad bit larger than a cat before slowly and gradually growing over tens to hundreds of years until they reach their terrifyingly colossal max sizes. Also kind of important to know that the giant elephant the invading elves brought is about twice the size of a fully grown dragon. Bit of a long shot but will some sort of answer to these issues come up with the siege update?
voliol:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599023#msg8599023DPh Kraken:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599267#msg8599267FantasticDorf:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599785#msg8599785dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599835#msg8599835We've already drawn a lot of the necessary sprites for this, but there are some implementation issues because there are just so many animal people. But we'll get there.
Other variations just depend on doing the artwork. We're happy the more things are represented graphically, and we always have some things in the pipeline.
The siege update doesn't update the creature descriptions, as you suspected, but it would be good to have more information displayed. It's something of a tricky problem since there isn't a clear sense of height vs. width and all that, so we can't easily just show numbers, and all of the ways of doing relative to other things are also tricky since you run out of words and comparison points to be nice and concise about it.
Currently all natural stone floors are grey, will they eventually have their appropriate colors?
On smaller worlds especially, a forgotten beast thunder dome tends to lead to their eventual extinction deep within sealed away caverns. With the siege update, do you have any plans to change how FBs work at all? They've survived since time immemorial, perhaps it should be quite rare for a forgotten beast to challenge another who is already on your map?
We were worried about it being gaudy and unreadable, but we've thought about doing muted versions from time to time.
FBs aren't changing with the release on Nov 3, but we are still due to change how megabeasts work and it might relate. The thunder dome is kind of fun but the extinction event isn't consonant with world gen ha ha.
Regarding the upcoming siege update. Will there ever be a situation where the enemies recognise that your defences are too great and don't raid/besiege you at all? Or will they always go for it and try to overpower you by infinitely escalating?
DPh Kraken:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599267#msg8599267Yeah if you are somehow surrounded by magma/water, balanced on a pillar from the underworld, they wouldn't be able to find a way in. I'm sure there are various other ways to cheese it as well that we haven't caught. But in terms of pure death value, they keep trying until they are spent. The future diplomacy etc. changes may see some additional reason injected into the situation.
- Can you estimate if the return of cavern invaders will be close-ish behind the siege update?
- Will cavern invaders also have demolition and builder units/equipment?
- Same for Elves, Humans, & Necro armies?
- Can said units/equipment be added to modded civs? Or perhaps applied automatically to any unit flagged as 'invader'.
- Have you ever considered giving food a shelf life? That my roasts can last a decade feels a bit silly.
- We wanted to have them return in some form as part of the siege stuff. Failing that, the underground map rewrite is a sure thing for them, since they are center stage.
- They'll surely have more than the previous blowguns. They've had access to the various beasts. If their fliers are insufficient they'll need builders and/or climbers as well.
- Humans have access to pack animals that can carry material for building (and they rarely have access to large animal people that can also carry material for building), but elves still focus on ambushing rather than siegecraft. Humans have rams for demolition, though those are only effective to get to wagon-accessible depots because they are big. So they might need something else.
- Nothing is hard-coded as usual here, though we're still interpreting some invader roles through SIEGER and AMBUSHER. The existence of a SIEGE_ENGINEER as PERMITTED_JOB impacts the use of engineers and rams.
- They rot outside of stockpiles, but food preservation has been a hanging dev item for ages. I'm not sure when we'll get back there. It would certainly add a bit to sieges.
Hello, I’m not sure if I’m asking this in the right place or if the question has already been answered. I love Dwarf Fortress, both in fortress mode and adventure mode.
But I was wondering if there are any plans to improve the positioning or behavior of the inhabitants of our fortress when we visit it as an adventurer. They always seem to gather in a single room or wander around the hallways without any logic, from what I can tell. It’s very difficult, as an adventurer, to move around your own fortress or look for a specific individual. For example, a blacksmith won’t actually be near their forge. This is the main thing that breaks immersion for me when I want to visit my fortresses.
Aside from that, thank you for the amazing work you’re doing. I’m really looking forward to the siege update.
By the way, do you have an approximate release window for it based on your current estimates? 2026, or maybe before Christmas?
We have a lot to do with the behavior of people in adventure mode general. Everybody just sits some place or goes on strolls in certain sites. We just haven't gotten back around to it since the magic food barrel days.
Siege update is in two days ha ha. It doesn't have everything from the list of possibles on the dev page, but development continues and those things will come up.
When we have proper ecomnomy in fortresses, will we be able to embrace communism by political or cultural decision? Or just regulate monetary politics so that it looks so
As the elements of the former entity rewrite come in, there will be a lot of control, yeah, over laws and societal structure, insofar as things can be accomplished as the official will of the fortress (e.g. positions) or by the placing of objects and making of spaces. I'm not sure if the more specific modern elements/terms of communism will be possible since they are way post 1400s cut-off, but taken in pieces it still might be possible to approximate things as we gain better understandings of property and currency and labor in the game.
#1
Building ceilings for large structures can be very cumbersome, often requiring a structure beyond your initial plans. If a structure ends up being more than a single level tall, this can get very unfun. This is because it relies on you adding floor tiles on the next Z layer, which means you also need access to that layer. However, wall blocks add a floor to the next Z layer. Would you ever consider adding a ceiling tile which can be placed on the z layer of the interior of a structure to reduce this busywork? As it is, I often feel reluctant to attempt to build any multilayer structure that isn't built into the ground, and it can be easy to miss a spot.
I felt this the hard way with my current build, which is a 20 z layer aquarium fort of glass.
#2
Right now professions are based upon the highest skill a dwarf holds. This means that they can only be a member of one guild at a time, which severely limits the potential of the system. It is rare I find myself with a guild with more than 10 members, and due to that never need a grand guildhall. When many users limit their forts to 200 dwarfs or fewer, this puts a major limitation on how many guilds will form too, especially if you are using a lot of generalist dwarves who you allow to do any labour.
Would you ever consider changing the guild system from using the profession of a dwarf to instead using a skill threshold? For example, if they are 1/3rd of the way to mastering a skill, demonstrating basic competence, they can join?
#3
Is there any logic you could add which would make caravans (particularly surface caravans) prefer to arrive on paved roads and use those as their primary pathway into the fortress?
I have had issues before where, despite my best efforts to provide a sensible path clear of trees, they decide to spawn in the corner and get trapped. Paved roads are mainly built with caravans in mind and their refusal to use them properly is a bit funny.
#4
Catching a live fish to make pets currently requires you to make live animal traps, despite terrariums (which becomes aquariums) existing. Would you consider switching the required item for live fish catching to terrariums, because the idea of me sticking a fish in a cage to later stick it into an aquarium is a bit silly.
#5
Currently our fortresses can only receive trade caravans, despite being major centres of production. Is it ever in the plans for us to be able to send out caravans with rough plans of what we might want, and trade goods to exchange for those items? This might make some systems like making dyes, gem industries and textiles more functional long-term, by allowing a more real and controlled market for those items to exist. It may also give your militia dwarves stuff to do or give additional purpose to mercenaries who turn up looking for work. It may also make holdings into a more desirable element.
amade:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599613#msg8599613dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599633#msg8599633A_Curious_Cat:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599669#msg8599669dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599728#msg8599728FantasticDorf:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599785#msg8599785The AP (op):
https://www.bay12forums.com/smf/index.php?topic=183066.msg8601003#msg8601003dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8601125#msg8601125#1
I'm not sure what you mean here - is that the same as building a floor from below? I don't think we'll ever have specific ceiling tiles, since they aren't easy to display or interact with.
#2
It seems reasonable enough. I'm not sure when it'll next be reorganized. Apprentices were the most recent thing we were thinking about.
#3
The sudden growth of saplings is a bit annoying. And we have those world-level roads that you can't utilize or join into properly. There are things to be done here. No idea when.
#4
I think the replies addressed this one. It could afford a small change, but isn't a priority.
#5
Yeah there's been an entire arc of development sitting around for this since like... 2007 or something. The infamous Caravan Arc. Now that arcs aren't really a thing, we're just thinking about the slow expansion of the economic involvement of the fort out into the world via surrounding small settlements and through major trade agreements.
regarding the new Goblin digging/build siege mechanic,
are the goblin siege mechanics exclusive to player forts or will we see naturally generated forts and human cities with goblin dug tunnels and constructions? also what about the Elves?
Nothing new happens outside of your fortress. The release is focused on overcoming a loaded in area, and invasions don't happen in loaded areas elsewhere (eg adv mode.)
Hey Toady, the latest siege release announcement is super exciting! On that note, though, I was wondering if we could get a clarification on what "new mounts" means in the context of the release. Does this mean the update is adding some all-new critters to the raws for goblins to domesticate, or just that a wider variety of pre-existing critters can now serve as mounts for them? Exciting stuff, either way.
DPh Kraken:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599890#msg8599890Bralbaard:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8599953#msg8599953dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600426#msg8600426There are no new critters, sadly, but the goblins now use a lot more of them than they used to.
Have you considered limiting the number (or total mass/volume) of objects that can be stored on a single tile?
ptkato:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600192#msg8600192Ziusudra:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600261#msg8600261Yeah, the replies have covered this. We'd like to experiment with a pile tile, but of course that'd be a whole thing. And I imagine veteran quantum stockpilers would want to turn it off anyway.
1. Do you plan to make the races differ in their affinity for magic?
Will there be characters who are naturally gifted or completely incapable of using it, or will it work like the current skill system — where anyone can train any skill (except reading, haha)?
2.Will the siege update affect Adventure Mode as well?
Maybe we’ll get the ability to use catapults and ballistae in that mode?
1. In the prototype, this was all proceduralized. I imagine that'll still be the case, with some weights toward certain flavors depending on the nature of the creatures.
2. The siege update doesn't relate to adventure mode. That was the former 'army arc', which going to work into updates to come. The ability to use siege engines would only matter for those placed in fortresses currently, so there might be some fun with that but it'd be very limited. You'd have to be able to place/build them in adv mode for it to be useful.
With the new invasions, will the undead get the same "buffs"? Will zombies have pickaxes, and night creatures carry blocks? Additionally, are some creatures (for example, giant moles) be able to dig into your fortress for invaders?
Eric Blank:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600465#msg8600465PlumpHelmetMan:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600520#msg8600520Undead without experiments didn't get anything yet. I'd considered doing something with moles, because as you suggest, famous digging creatures, but I didn't get a chance to do pathing for trained digging creatures at all (vs. regular miners with picks.) Lots of improvements yet to be done.
What sort of variations are there for different race/civ sieges? Either planned or already implemented?
EX: Elf equipment is described as 'grown'. Is there a possibility that instead of building stairs that elves would grow trees to bypass walls? I guess maybe that'd be more of a magic thing.
Ziusudra:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600541#msg8600541Eric Blank:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600551#msg8600551Goblins have all their monsters, so they have reliable building destroyers and monstrous siege engineers. They can also have flying mounts. So all of their bases are covered pretty much.
Humans have regular engineers and rams and (slower) miners, so they do okay as well.
Elves have their random set of mounts/creatures, and are also ambush oriented, so they'll probably feel the least changed from their original state, aside from their fliers working somewhat better.
Dwarves have good miners but are otherwise like humans more or less I think.
1. Will procedurally generated fortresses have improved defences to counter the new siege tactics, like boltthrowers etc? Will conquered settlements have remnants of sieges?
2. How do elves, dwarfs, humans and golbins compare in their sieging tactics and methods? Do personality or other entitiy or creature-aspects play a role here?
3. can you tease us with a RAW of the new siege engines, offensive or defensive?
4. The backpacks with building blocks, how do they work? Is this hardcoded in some way, or is it with mods possible to store also other items there Like stepladders? Can the backpacks be looted, after the siegers have been defeated?
5. Could you please consider also adding stepladders to the siegers equipment? At least to quickly overcome minor obstacles.
dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8600978#msg86009781. Nope. We're focused on player forts this time. There aren't any visible attacks on those places so it isn't as important, though it'd be cool of course.
2. Creature aspects like pack animal and mount and building destroyer come up. SIEGER and AMBUSHER are still used for roles. PERMITTED_JOB:SIEGE_ENGINEER and MINER come up. I think I've mentioned some other differences in the responses here.
3. They've never had raw files and there aren't any new ones for them.
4. It's just a hardcoded thing like the goblin snatchers with bags. They also don't even have backpacks, it's just a 'hauled' item. I should have given them backpacks, since we have backpack items, just slipped my mind.
5. As the responders said, they can already climb, and the builders will build over obstacles that stepladders would defeat and are more versatile since they can overcome horizontal gaps as well, and taller vertical ones.
Question 1: I was thinking about the randomness of magic, and it gave me a thought. Could there be a world created once everything is in line with magic that lets say has a spell that anyone can cast that just digs a tile almost instantly and uses mana, runes, whatever fuels magic in that world. Would that possibly cause the world to not need or even have picks? Was thinking that could be a cool idea and am not sure if things will go that far or how you want that type of thing to work.
Question 2: I was thinking about how we have our current nobles and how there ends up being quite a few, is there a plan to offer (maybe based on the traits for the host civ?) some sort of "council member" and a council chamber for things like a dwarf civ that prefers their colonies to be ran more democratically (at least more then having one person choose everything). I was thinking that in these forts you need a table and chair for each member of the council and they meet and thats where mandates and such can come from? Could also be interesting if you can influence in some way (other then straight up selecting, but that could be interesting too) who ends up on the council and how that affects your fort. So if you put a bunch of miners who love wheat on the council you may see mandates and bans on things related to their wants and hates and the likes. Or is all of that too "not dwarf" lol.
Question 3: I have to say the performance gains since I played (I believe more than a decade ago now) are staggering. I played a fort on a 7x7 embark that hit around 300 dwarves and about 100 animals and it was still cruising along just fine in terms of performance. I am wondering what more plans there are in this regard? Its a huge and amazing step in the right direction so far, just wondering what the future holds.
Question 4: I was thinking about above ground forts, maybe making a wooden or stone fort above ground that houses a small number of dwarves and tries to bring in humans to live there mostly. With the siege update coming, how will siegers handle above ground forts? I have plans to build a 2-3 wide wall and have a walkway above to allow croosbows to sit on top, just sounds like a fun change to digging into the earth. Is there ladders planned or perhaps are goblins/elves/humans able to climb (that may already be a thing? Its been awhile since I have done that and so my memory is kinda fuzzy lol)
Question 5: I was making worlds to test mods and such and noticed that when you set the "basic" worldgen settings and then switch to detailed it does not seem to bring the changes into detailed (or maybe I just didnt understand the sets, which is possible!) if that is indeed the case, would it be possible to have the basic worldgen settings as a sort of "preset" so if I get "less civs" in basic and switch on over to detailed it will remember that? Same with world size, generation length, etc. I am sure it would not be a huge priority, but still could be nice at the very least as an option to toggle.
Question 6: I was wondering, is there any plans to have faction armies have set "colors" of gear now that the dye update is out? I was thinking it could be interesting to have a dwarven faction love the color purple and all of their armor and shield were tinted as such, or maybe the queen just really likes it and so their royal guards are in purple? Could also add to the differences between factions within the same race (or at least the feeling of them being different) without hopefully being another 500 hour add lol. Could even be cool to see groups have connection with these names, so a group of knights within a human kingdom may be called "The Green Dragons" and they incorporate green into their gear? Just some thoughts
DPh Kraken:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8601119#msg8601119Sooner535 (op):
https://www.bay12forums.com/smf/index.php?topic=183066.msg8601149#msg8601149Question 1: Yeah, this is the sort of thing that's in the realm of possibility. With teleport spells and everything else, it opens the very big question of how the AI of the units can use all of the abilities at their disposal, and we simply need to plug away at it.
Question 2: The former 'entity rewrite' and 'starting scenarios' arc was going to provide us with a lot of new societal structures, and forts would be in the center of this. This is still the plan, but it's not going to come all in one big push most likely. So certainly you won't have to deal with nobles in every game.
Question 3: Putnam has done excellent work here, and though it gets harder and harder I'm sure, I'm also sure she'll find more things as she goes.
Question 4: Siegers can build their own rickety looking ladders now, and they can break through walls. So it should be fun.
Question 5: This should be possible. It's all using the same set underneath.
Question 6: We have a very old uniform structure that isn't really used now. You can do stuff with your own squads now I believe. But we eventually want to do more with invaders and others.
Among future magic effects is there a place for some creature morphing? Not like make a dwarf into a vampire dwarf but more like a cat into a dog or something?
dikbutdagrate:
https://www.bay12forums.com/smf/index.php?topic=183066.msg8601168#msg8601168Yeah, as dikbutdagrate replies, we already have the dice based polymorphing and the bogeyman to large predator stuff. I'm sure that'll slowly expand over time, and it's already accessible to modders.
What exactly are "forces"? Normal deities associated with nature? Some sort of forest hivemind thing? Spirits?
It's not defined - they don't have a clear personality and appearance as with the deities, but they might end up with some kind of personality/behavior as they are further defined and made procedural. I imagine it'll end up somewhat diverse and some lines will blur.