Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 31 32 [33]

Author Topic: Future of the Fortress  (Read 111430 times)

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #481 on: December 02, 2025, 07:37:22 pm »

Thanks for the answers, Toady!
Logged
Really hoping somebody puts this in their signature.

Ziusudra

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #482 on: December 03, 2025, 06:24:29 pm »

Quote from: Immortal-D
- Is the setting for invader cap number (monster/soldier) being locked in an intentional change? (I could have sworn we used to be able to change this during Fortress mode)
- There are some new controls on the waves and they've probably settled but I'm not 100% sure.  There's still a gamey improvement point type thing because not enough things are modeled in the invading site and in the world so the world would rapidly become too simple/easy if it weren't there.  So it's not yet settled what should be a setting yet.
It just seems rather strange to me that these specific settings (https://dwarffortresswiki.org/index.php/Difficulty#Invasion_caps) are the only ones that are available before embark but not after, especially considering their potential effect on FPS and the difficulty in predicting that effect. Can you specifically clarify that those settings being available before but not after embark is intentional? (Please, thanks, and sorry)
Logged
Ironblood didn't use an axe because he needed it. He used it to be kind. And right now he wasn't being kind.

A_Curious_Cat

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #483 on: December 04, 2025, 12:29:56 am »


1.  What is the current state of Wayland support (if any) in DF, and what are you’re future plans (again, if any) with regards to the aforementioned technology?

2.  Also, could you answer the same questions concerning support for SDL 2.0.4 and/or higher?



I’m asking these questions because many Linux distributions have had Wayland as the default for years now and some are have even announced plans to drop support for X11 (as, also, have both Gnome and KDE).
Logged
Really hoping somebody puts this in their signature.

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Future of the Fortress
« Reply #484 on: December 05, 2025, 01:42:53 pm »

I'm still hopeful we can come to some acceptable compromise with making brawls less lethal and without nerfing unarmed creatures.

(found several other things I could do without changing striking impacts.  targeting the throat was too common, jumps/throws causing uninterrupted falls down long stairwells, etc.)
Logged
The Toad, a Natural Resource:  Preserve yours today!

slowpersun

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #485 on: December 05, 2025, 07:44:38 pm »

No, the path calculations are expensive, so they are reserved for formal invasions right now.  A commander is not required for them to carry out their building/digging paths.  It's possible it should be, or that the plan shouldn't update, once the commander is dead and not replaced.
  Is siege pathing only initially calculated on the siege start (with or without possible prior knowledge checks), or is is spread out across multiple prior checks?  I get that the pathing can also update mid-siege, mostly just curious if the agent system has been tied into siege pathing yet.  So depending on how successful an agent's infiltration is (or multiple attempts), initial pathing might be partially predetermined, with the tradeoff I guess that siege generation value has a lower "score" (both from predetermination, but also whatever mining/bridging is necessary, etc.).

The only thing that came up so far was that boxed version of the game with the gorlak ha ha.  But for us, I'm not sure?  It's always around Zach's birthday, so we'll probably try to do something.  It would be fun to involve other people again, but it's hard to set stuff up now.  But it still feels a long way off...  I mean, not on an event planning calendar, it's pretty tight, but in a general sense.
There's always the good 'ole "starting a game on anniversary day gets a very mild bonus" option... so starting a game gets a little extra money to start or something.
Logged

Enemjay

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #486 on: December 08, 2025, 06:57:46 pm »

1. As magic begins to take shape in upcoming updates, do you expect that artifacts created by moody dwarves might sometimes emerge with magical properties, or will the enchantment of objects be limited to laboratory work or experiments by wizard dwarves?

2. In Adventure Mode, I once received a quest to recover a magical item (some kind of enchanted bark) for a temple. I remember hearing that such items could already have minor magical effects. Do you expect that quest items like these will eventually serve as materials for crafting magical devices - for example, a wizard using that bark to forge a magical shield imbued with its same powers?
Logged

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:hers][PRONOUN:it:it:its]
    • View Profile
Re: Future of the Fortress
« Reply #487 on: December 08, 2025, 11:27:50 pm »

1. Do you expect that artifacts created by moody dwarves might sometimes emerge with magical properties?
See DF Talk #7.2 for the interview on magical artifacts. For crafted artifacts, "the starting point is artifacts that are beneficial, not that well-understood and possibly have conditions on them" (Adams 2010). The matter of historical artifacts (like a saintly relic or a dragon-slaying sword) was also noted, with magic able to draw on the object's connection to certain events.

2. Do you expect that quest items like these will eventually serve as materials for crafting magical devices - for example, a wizard using that bark to forge a magical shield imbued with its same powers?
Remnants were previously mentioned in the myth generator demo. Depending on their state, remnants could be crafted into magical artifacts or their presence used to create such an object. Some powers simply required possession of the object, while others required an additional cost or component to access. The spheres of the item influence what magic is available, as is the case today (though the list isn't very long right now).
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics repositoryPseudo-ASCII

TheMarmot

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #488 on: December 09, 2025, 11:24:12 pm »

Thanks for the answers Toady!

Is there any reason why the game generates out of nowhere 7 dwarves instead of taking dwarves from historical figures populations other than to fill the gap if a civilization is dying and has less than 10 members left? or are those just remnants of the early versions?
Are there plans for enemy armies to come to a fortress from a realistic direction? I remember back in the early steam releases goblin armies would always appear from the side that had mountains, which usually made forts using local terrain as barriers kinda useless since the goblins wouldn't need to climb player made walls.
Finally, Is there going to be some sort of tiredness system to units going through certain terrains, such as a kobold getting tired from going uphill, or horses slowing down on certain terrains like deserts and snowy places?
Logged

tromi

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #489 on: December 10, 2025, 10:52:53 am »

While the general direction in which Dwarf Fortress is laboriously being moved forward is magically amazing, do you plan to work on improving the day-to-day business inside the fortress? Things like dwarves hauling dead bees one at a time, or the current stockpile functionality regarding Quality and Wear.

I have three specific issues that currently have no real solution, and I’ve posted them on the Suggestions board:


https://www.bay12forums.com/smf/index.php?topic=183614.msg8604399#msg8604399

Huge thanks to Toady One and everyone who put their time and energy into this awesome game!
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Future of the Fortress
« Reply #490 on: December 11, 2025, 01:31:23 am »

Will Dwarves ever have a chance to witness a theft and call it out?  Putting all of my loot where nobody can see it feels unintuitive.

dikbutdagrate

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #491 on: December 11, 2025, 10:55:21 pm »

Will Dwarves ever have a chance to witness a theft and call it out?  Putting all of my loot where nobody can see it feels unintuitive.

Yes. That's already a feature. A dwarf who witnesses a theft of an artifact will report it, or if they happen to notice the artifact is missing, and you'll see this in the justice screen, and who the witnesses claims stole the artifact, etc. There's also a pop-up alert for whenever this happens.
Logged
Pages: 1 ... 31 32 [33]