Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 27 28 [29] 30

Author Topic: Future of the Fortress  (Read 101044 times)

Enemjay

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #420 on: November 03, 2025, 12:00:54 am »

-Watching your siege update trailer, I found it odd that the trolls carried bricks. It seems more efficient for trolls to carry a huge bundle of logs rather than a pallet of bricks for the purpose of constructing scaffolding to scale the walls or bridge gaps.

-When Steam version adventure mode came out, I finally had to the chance to explore the area surrounding my fort and started to feel a certain attachment to these sites. They were no longer just 'the humans' or 'the elves'. It was a human or elf village with identity. So now it feels odd that we get caravans, like clockwork, from civs and not individual caravans from the neighboring sites.

-I'm reading the Hobbit and I enjoy how Elven and Human kings commissioned magic items from the Lonely Mountain dwarves. Any chance our forts will ever receive requests from neighboring nobles to fashion magnificent gear for them?
Logged

The AP

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #421 on: November 03, 2025, 01:57:39 am »

Thanks for the replies!


#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.


To be clear on this, yes. It would be the exact same as building a floor, except from below. It is the only ceiling possible in the game, and I'm satisfied with them serving that purpose. I just wonder if some QoL could be added to using them. It's fine and easy to build floors to 'ceiling' a structure 1 z-layer tall.

It becomes very awkward when that structure is 10 z-layer tall, with each z-layer being a storey of the structure.

Speaking of z-layers...

1) Z-layers are my favourite abstract concept in the game. They can contain an entire bronze colossus, while also being small enough to have a dwarf cross one as stairs in the same time it roughly takes to walk a few feet. How big do you imagine a single z-layer being (when we aren't considering exceptionally large monsters occupying them at least)?

2) What is your favourite abstraction / consequence of an abstraction you have deployed in making the game?


(my second fave abstraction is water / ice breaking physical properties, because everything sinks in water, including ice, meaning that before air, water not only weighs less / is less dense than itself in frozen form, but also is the next lightest thing to gases in theory - explains why dwarves don't like drinking it and would rather settle for a heavy ale!)
« Last Edit: November 03, 2025, 02:28:41 am by The AP »
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #422 on: November 03, 2025, 04:13:38 am »

Iirc the metric used for a tile is 6x6 foot horizontally and 8 feet high, so z-levels would multiples of 8 feet each. Have to search past FOTF answers probably, as im pretty sure that this is the only topic where its actually been discussed.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #423 on: November 03, 2025, 04:27:51 am »

Iirc the metric used for a tile is 6x6 foot horizontally and 8 feet high, so z-levels would multiples of 8 feet each. Have to search past FOTF answers probably, as im pretty sure that this is the only topic where its actually been discussed.

Tiles are 2 meters long by 2 meters wide by 3 meters tall.
Logged
Really hoping somebody puts this in their signature.

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #424 on: November 03, 2025, 05:17:32 am »

Well forget about that then. Ive never looked at that page before actually...
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Sooner535

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #425 on: November 04, 2025, 03:19:28 pm »

Quote from: Amethanenu

    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.)

Question, is there any plans to eventually have this mechanic? Was wondering how cool it might be with the eventual ability to switch between adventure mode and fort mode more freely to send a group of dwarves to defend an allied human settlement. Or to help an ally besiege it, though I imagine that sort of thing would need to come after places are a little more fleshed out and such?
Logged

Silverwing235

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #426 on: November 05, 2025, 09:55:32 am »

Quote from: Amethanenu

    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.)

Question, is there any plans to eventually have this mechanic? Was wondering how cool it might be with the eventual ability to switch between adventure mode and fort mode more freely to send a group of dwarves to defend an allied human settlement. Or to help an ally besiege it, though I imagine that sort of thing would need to come after places are a little more fleshed out and such?


Mistakes, fixed.
« Last Edit: November 06, 2025, 01:25:57 pm by Silverwing235 »
Logged

joostheger

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #427 on: November 06, 2025, 08:28:32 am »

If another type of hostile (were-, forgotten- megabeast, snatcher etc) happen to have a pickaxe equipped, would it be able to dig into my fortress? Or are digging strategies reserved for sieges?
What game-parts or components does an enemy need to start digging or building? does it need to have a commander, for example?
Logged

Vanzetti

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #428 on: November 08, 2025, 02:31:36 pm »

Will you be interested to have legends change as time pass? Such that events as they are remembered become different from events as they occurred? Possibly ending up with different versions of history for different civilizations.
Logged

Beag

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #429 on: November 10, 2025, 05:57:11 pm »

1. Will adventurers be able acquire the powers of the new demonic sorcerers in the siege update in any way?
2. Will adventurers be able to find and fight demonic sorcerers in goblin sites?
Logged

Stained_Class

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #430 on: November 10, 2025, 06:06:41 pm »

1. Is it planned to rebalance or even modify existing spells? I notably think about some being useless (like blisters) or insanely OP (paralysis on a breathing creature is guaranteed death), or even somewhat broken (enemies using vanish cannot be targeted by a player adventurer, they can't even swing their weapon in some direction hoping to touch the invisible enemy)
2. What other spells do you think to introduce first? How may characters learn spells? Would these be allowed by holding a magical item, reading a slab turning the reader into a magician different from a necromancer, gifts from gods to their chosen ones/most ardent worshipper, or other means?
Logged

TheMarmot

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #431 on: November 10, 2025, 07:43:16 pm »

1. Is it planned to rebalance or even modify existing spells? I notably think about some being useless (like blisters) or insanely OP (paralysis on a breathing creature is guaranteed death), or even somewhat broken (enemies using vanish cannot be targeted by a player adventurer, they can't even swing their weapon in some direction hoping to touch the invisible enemy)
2. What other spells do you think to introduce first? How may characters learn spells? Would these be allowed by holding a magical item, reading a slab turning the reader into a magician different from a necromancer, gifts from gods to their chosen ones/most ardent worshipper, or other means?

I doubt Toady would change existing spells, at least for the foreseeable future, but I do agree that there should be ways to counter these spells in mundane or magic ways (magic charms against certain afflictions and/or throwing powder to an invisible enemy, for example). I think that's already planned though?
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: Future of the Fortress
« Reply #432 on: November 10, 2025, 11:41:31 pm »

Bug fixing is always on the table. (like with the 'vanish' spell, npcs can see and attack them but i cant, which coincidentally makes it useless for the player; i would be the only one unable to see and attack myself) Im still hoping to be able to tie interactions/enchantments to objects through reactions or equivalent, tho. One thing ive really wanted to do for years.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

flimflam

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #433 on: November 11, 2025, 02:38:22 pm »

I'm curious to see what balance/tweak/QoL patches come soon.

Bolt throwers are a little strong (make them slower?), rams aren't sufficiently agile, and perhaps the invaders face-check the same kill-boxes too often (though they seem to sometimes discover safe-ish routes)...

Major quality of life thing would be group-toggles for siege weapon states (so i dont have to manually switch every weapon every time back to keep-loaded mode).

Overall the update is really solid and makes invasions a heck of a lot more engaging than ever before. Love it and keep it coming :) . Take my bolt thrower balance suggestion with a grain of salt because maybe in long-running forts, bolt throwers will wind up destroying too much available metal, so there's a real price you pay for just throwing bolts early game. Perhaps one way to balance the bolt throwers holistically is to make it so that they on average spend less, more, or as many bolts killing one target as can be made from an average armoured invader (depending on whether we think that goblinite should be sufficiently renewable to pay for its own harvesting, or not). The idea being to incentivize players to use more diverse/economical defenses, but like i said idk if that's even a needed or desirable constraint...

Managing which forts you raid/pillage also is interesting fun now, as (i think) pissing off a 4k goblin fort will result in large, frequent, and resource exhausting attacks.
Logged

amade

  • Bay Watcher
    • View Profile
    • amade's illustrations
Re: Future of the Fortress
« Reply #434 on: November 12, 2025, 04:37:28 am »

Major quality of life thing would be group-toggles for siege weapon states (so i dont have to manually switch every weapon every time back to keep-loaded mode).

Well, there's this thing in development in DFHack:
https://github.com/DFHack/scripts/pull/1517

Personally, I wish we could restrict siege engines to use ammo from stockpile links or within a burrow.

Also, if any part of your post was supposed to be a FotF question, make sure you color them lime green.
Code: [Select]
[color=limegreen]making questions limegreen[/color]
« Last Edit: November 12, 2025, 04:39:00 am by amade »
Logged
┬─┬ ︵ /(.□. \)
Pages: 1 ... 27 28 [29] 30