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DF General Discussion / Re: Future of the Fortress
« on: May 15, 2024, 01:08:43 am »
Regarding the soundtrack question from last time - the Fortress Mode soundtrack should have wavs now!
May 9, 2024: The May '24 Report is up.
News: April 23, 2024: Dwarf Fortress 50.13 has been released.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
News: November 21, 2018: A new Threetoe story has been posted.
Forum Guidelines
With regards to the new forums, are you planning on just updating bay12forums.com to use https (i.e. https://www.bay12forums.com/smf/index.php), or are you planning on moving the forums so that they are under bay12games.com (e.g. http://www.bay12games.com/smf/index.php or http://www.bay12games.com/forums/index.php) in order to take advantage of the fact that bay12games.com is already set up to use https? If the latter, Is there anything that'll be done to avoid breaking links on other websites (I know you can just have the main page of the old forums redirect to the new forums, but can the server be set up so that, if someone tries to directly access a specific post on the old forums, it'll automatically redirect them to the same post on the new forums)?
Is Dwarf Fortress officially now just Dwarf Fortress or is it still officially Slaves to Armok God of Blood Chapter II: Dwarf Fortress, or is the latter just for the free ASCII version?
Will you ever publish any more crayon art? Do you ever bust the crayons out when conceptualising new features, creatures or objects?
Quote from: Rumrusherhmm having now thought about this if premium adv mode is getting a soundtrack is the classic build of adv mode going to stay silent or is there going to be like a toadyone original adv mode classic track for that also?Quote from: LemundeTo add a suggestion onto this, it might be fun to add lo-fi chiptune versions of the songs to classic. Understandable if that might be too much work.
Are there plans to implement schisms / civil wars as part of the villains arc? It would make sense that parts of the kingdom may rebel against a usurper. It may also help prevent snowballing in worldgen. It would also be interesting if the different sides had opposing preferences, like blue vs red clothing or cow symbols vs eagle symbols, different religious sects...
Did you get any nice presents?
Quote from: DPh KrakenThe adventure mode OST is fire (my complements to the chefs), but I checked the raws and didn't find any tokens for it. It looks like the playing logic is hardcoded (due to the dynamic mixing), will we be able to add our own music and sounds to adventure mode eventually?Quote from: Doren IWhat cues certain music tracks to play in Fortress mode? I know the song “Vile Force of Darkness” plays when a siege arrives, but when, for example, does “Death Spiral” get triggered? Will there be similar cues in adventure?
Do doors play different sounds when they're opened in adventure mode, depending on the material the doors are made out of?
Interesting if true. But if the answer to that question is "yes", do "soap doors" specifically have their own sound effect?
And if the answer to that question is also "yes" ... then "why?" And then where did you even get the sound?!
Did you and/or someone else actually try to make a door out of actual soap, just like smooshed together, and then have Three-Toe open it, while Putnam sat and recorded it with a directional mic? Because I'd have mad respect for that.
Would it be possible to consider the return of ASCII creature graphics in future versions?
and the multi-view implemented in ASCII somehow.
Could an option be added to character creation (maybe in a debug section?) to force change the random indexes in graphics files? Talking about 'CONDITION_RANDOM_PART_INDEX', some UI that shows the ID and a number field clamped to go from 1 to whatever the max was set to. It would make creating highly customizable modded races way way nicer, for example I could let players pick a preferred clothing color option, or pick tail color and type, wing color, etc.
I'm a big fan of AD&D's Underdark, and I think Dwarf Fortress does a fantastic job generating cavern layouts and featuring a subterranean ecology that rivals what is described in TSR's books. Currently, subterranean animal people in DF serve a similar role to D&D's Kuo-toa; With the upcoming map-rewrite, do you plan to include exclusively subterranean civilizations that might fulfill the roles similar to dark elves or dark dwarves? If so, would these be distinct races, or would they simply be elven and dwarven civilizations whose inhabitants possess malevolent personality traits (like goblins do)?
I noticed some portraits are inconsistent with the world sprites for dwarves - usually this is seen in hair color. Is it just that shades like "saffron" are yet to get dwarf portraits & will in the future, or is the system intended to work by approximating an array of in-text hair colors to, say, a single off-white?
Any news on the Mac version?
Will there ever be modding support for implementing things like firedamp? Blackdamp, whitedamp, etc?
More to the point, is the mining mechanic in its current iteration "finished"?
Firedamp is any flammable gas found in coal mines, typically coalbed methane.
It is particularly found in areas where the coal is bituminous.
The gas accumulates in pockets in the coal and adjacent strata and when they are penetrated the release can trigger explosions.
Historically, if such a pocket was highly pressurized, it was termed a "bag of foulness".
Basically, support for letting gas spawn and then linger. Custom gas evaporates very quickly, which is problematic for certain modding endeavors.
Goody towers lean close to something approaching a natural mining hazard, but obviously they are very much their own thing.
I could understand maybe wanting to shrug off adding in better gas simulation support until way off in the far future. Like, I get that.
Are there any plans to fully overhaul the small scale layered creature sprites in the future, with the new capabilities that came with procedural portraits? (missing body parts, palletization, etc)
Additionally, I've noticed that NPCs never wear any headwear except for masks and face veils and never wear loincloths or thongs.
This is new since the steam release and I assume it was intentionally added to reduce clutter but it is a bit odd and makes kobolds always have bad thoughts for having no pants.
If this is changed I think kobolds should be given sandals too, to make them not get bad thoughts for having no footwear.
I wonder if it is possible in theory to send a squad of dwarves in a mission outside my fort to demand or raid an enemy village and being able to join them in combat when I un-retire an adventurer or if I create a new adventurer in the target village and help them defend against the squad that is on the way.
I can make the unretire (or creation of new adventurer) simulation progress time at the start to be 1 day with DFHack (as the two weeks always are much more time than the travel time to the site). Even with that, would my squad actually reach the site if I could be there with an adventurer waiting? Or the mission are all abstract math behind the scenes and nothing would "physically" happen If I were there observing?
What about If I leave a squad member behind to be the ruler of the new site... I guess he would be there I would be able to find the dwarf?
1. One thing I noticed from the current version of the adventure mode beta is we don't have progress bars for skills anymore like in the old version. Will those eventually be readded?
2. Since priorities are currently in flux regarding what gets implemented next what are the chances in one of the updates following adventure mode's release this year or next that we will be able to purchase houses/plots of land in towns? It was on the old to do list and it would be a nice variation on the base building that existed in the old version with building our own mead halls.
3. Are towns going to get any new kinds of buildings/features/organizations with the town updates? Previously libraries and guilds halls in towns didn't do much and it would be cool to see them have their own little quest types/if possible be joinable factions like mercenary companies are.
4. Will random edible leaves picked from the ground still be worth a small amount of money in trading? Stuff like lettuce and what not. In early versions you could pay for your inn room with lettuce leaves in a quick pinch.
Ever since the villains release, there has been an event where a villain can send people to corrupt your dwarves to steal an artifact of yours which is great flavour.
But for some reason it seems to be abnormally common. I'm talking hundreds of historical figures "Claiming from afar" in Legends mode almost the instant it is made for me a lot of the time.
This results in the majority of your guests being thieves, which both means you won't get many regular visitors and you'll need to seal away your artifacts 100% of the time (or disallow visitors).
Or, if you want more regular visitors, just get rid of your artifacts.
I'd guess this would be one of the things looked at when Villains is revisited and it's probably just a side effect of it not being finished right?
Are there any plans to make walls and raised bridges destructible by enemies?
It is ridiculous that a single wall tile or a raised bridge can completely neutralize almost any threat from the outside.
The defense of the fortress is now so simple that it is difficult to lose for fun.
Some months ago I noted that the soundtrack DLC on steam only contains low quality mp3 files, whereas the bandcamp release has FLAC files available. The recently released Adventure Mode soundtrack DLC has the opposite problem - it includes the chonky, gigabyte-sized uncompressed WAVs (which I feel is waaaay overkill for a soundtrack release IMO but of course so much better than just MP3s still).
Is there a chance that the original soundtrack will get the WAVs too, or that both of the releases will get FLAC files? I imagine the former would be better, as it would unify the releases, and it's fairly easy for anyone to convert WAVs to FLAC themselves.
Will caste requirements for different jobs/positions be introduced to civilizations at some point? This could have a lot of potential for modding, specifically. For instance, an insectoid civilization which has worker miners and soldier soldiers, or an amazonian kingdom which only allows females into the military and positions of power. I know this wouldn't be top priority, but is it on the easier side of things, or is it relegated to the "far future," if at all planned?
A few days ago I began to imagine what would happen if Dwarf Fortress included the concept of evolution (ancient bones prove that the dwarf descended from the orangutan and things like that). It doesn't seem crazy given that DF aspires to be a very complete world simulator. But I see it as logical that you have not considered it because it is not something that is usually dealt with in the fantasy genre (books, movies...).
Have you ever thought about the possibility of treating evolution? If so, what reasons led you to rule it out?
Are there other similar things that you have considered and definitively ruled out for compelling reasons, such as technical, complexity or time limitations?
I was watching the interview with BlindIRL, and Tarn was talking about “weaponizing the Dew”.
Does that mean that there’s going to be a product placement partnership with PepsiCo?
1. Given the recent tooling changes around how you build DF (eg version control, multiple branches) what do you think has changed in the way you think about development thanks to this new tooling? What has it enabled in your mind that you previously thought might be too difficult to tackle?
2. Follow up on the tooling, what other interesting tools or patterns have you considered or looked into? what about unit tests? fuzz testing? c++20 concepts?
1. When map export function from Legends Mode will be aviable?
2. Will there be updates regarding the NPCs and their social component? For example, I noticed such a thing that characters can serve in the same unit for many years, and still remain strangers to each other. Or, after a battle, the wounded are simply abandoned, and first of all everyone goes to get drunk in a bar. In general, the behavior of the characters in some places is not entirely logical, and I would like to know if you are planning any updates in this regard.
Historically, you've played roguelike games, where your score was tallied at the end of the game.
Would a numeric representation of score fit in adventure mode?
1. In addition to healing potions will there be any other types of potions?
2. Years ago, ThreeToe's storys hinted as magical corruption being a possibility in the myth and magic arc, will that be coming in the new small updates format?
3. Will the player adventurer in the coming updates possibly gain paths to having more magical abilities like the necromancers and undead lieutenants have?
4. In some generated worlds will it be possible for the player to invoke a deity's powers by talking to them if they are in their favor enough? Possibility with the risk of incurring their wrath and getting cursed?
5. Will new divine curses be on the table for the coming updates?
6. When will the new forum be set up? I am of the understanding this may be one of the last future of the fortress question responses this site has.
When it comes to the healing methods you're implementing with the adventure mode release, how varied are they? Like, is it just a difference in ingredients, or are they going to distinguish between ingested/topical potions, and will healing sometimes have negative consequences?
Also, when you referred to 'killing the Big Wait dead,' does that mean updates are gonna be bringing features that would've otherwise been separated into arcs into the game independently of those arcs, or are the arcs still going to be a thing, but we'll see features of those arcs rolled out bit-by-bit?
Finally, will there be an option to auto-generate an adventure mode character?
1. I've been doing some research on the dwarf fortress wiki in preparation for the release and came across a list of power goals. It was very interesting to read, I understand that list is quite old and no longer up to date, but do these power goals still reflect your long-term vision of the game ?
2. More specifically, one of these goals mention the posibility for the live adventurer to have a wife, children and play our heir after death or retirement. It would leed to some amazing stories ! Is this feature still planed ?
Will chopped off limbs have different sprites instead of classic ''flesh and bone'' sprites? Additionally, will we see visible injuries in characters' sprites without looking at the portraits? Seeing missing arms or legs would be cool! And minimal injuries wouldn't be shown at all or shown as a single red dot on the sprite.
Also, When I was looking at creatures on wiki, I saw that Nightwings don't have tails even though dwarves like them for their long tails. I think the error is occured because one and only nightwing drawing has no tail (And apparently they have ''tail'' part in combat menu). Is it gonna be fixed?
About myth and magic update. We know that some myths create cursed races. In one myth, goblins were cursed dwarves because dwarves destroyed some object and the god cursed 1/3 of them and turned them into goblins. So, this changes will be seen in the game too? For example in that world dwarves call goblins ''cursed one'' or various things and goblins blame them etc.
About procedural dragons. Will they come soon or are you waiting for magic system to be implemented to the game? If I remember correctly, procedural dragons were about ''this one will breathe ice, this one breathe fire'' etc. but with the magic system, will they be intelligent, talk and use magic?
If you assign some artifact gear from your fort to adventure mode characters in your military and then return to adventure mode, is there any sort of transfer of ownership?
Will anyone show up to look for it from your fort's civilization in play, or are they cool with it as long as you're bringing glory and death with your indestructible leather pants?
What if you sign up under another leader or found a faction in the wilderness, will anybody come to press that claim for your old citizens?
Is there any different kind of response if the artifact was gifted to the fort vs someone's family heirloom?
For that matter, are there any plans for dwarves whose family artifacts have been traded away to other civilizations to start scheming for their illicit recovery?
Is the current cordial treatment of intelligent-undead and experiments by the living-aligned and red-blooded as intended, or will they begin to be expelled by societies (with particular ethics) in the continuation of villains work?
Is there a difference in how demi-god characters will play / be treated if their patron is the target of a non-reformed or reformed religion? (i.e. with or without organised temples and priests)
Are there no item retrieval missions if a demi-god character is created at year 1 (due to no relics having been yet created in world-gen history), or might there be new collectables?
Will there be non-player demigod characters? Like, will they show up in legends as just the children of whatever god and influence the world?
How much are the other controls changing and are any of the current ones are merging?
Hey Toady! I assume by the time you read this the bug tracker will be fixed; but in future, who should we contact/how should we let somebody know when the bug tracker is broken?
Hello! I watched Blind's recent video on "What to expect from Adventure mode and Magic healing!" and got very interested in the latter part. While at first I was very unsure of implementing a sort of magical healing that could revert otherwise permanent injuries, I started to think about what would be an interesting implementation that could fall in line with the feel of DF, so this got me thinking:
- Is this new way of healing conceptualized like a mage casting a healing spell on an injuried person or more like an alchemist or a traditional healer rubbing a combination of weeds and other materials on the injury?
- Will the new healing method serve as a single multipurpose heal-it-all solution or will there be specific (hopefully randomized for each world!) requirements and quirks for each sort of injury? For example, if you're trying to heal torn ligaments the material/other requirements are somewhat different from if you're trying to heal nerve damage. In this case, will there be different recipes for these different kinds of healing? Will scholars in fortress mode be able to discover these recipes by doing research and discussing with other smartpants who come visit your fort?
- How viable are you planning to make having an adventurer be dedicated to medicine? Would be very cool to have yet another different niche to specialize in the coming adventure mode.
Hello, Toady, have you come up with any new monsters or creatures randomly as you've been working on the adventure mode stuff?
When the biomes become sphere-aligned primarily, instead of being Good/Evil/Wild, what are your thoughts on the "surroundings" descriptor? I.e the one that says "calm", "haunted", "joyous wilds", etc. on the embark screen. Some sphere-alignments, like a land of thunder, don't map clearly to any of the existing descriptions. But at the same time, having descriptions for all spheres, or combinations of spheres, seems like it could be a lot. Both to develop, but also for the player embarking. E.g. if a biome is "rumbling" or "chaotic", how difficult is that?
Will alive demigods influence the name of the age? vampires and necromancers already influence it, along with werebeasts and other creatures.
Hello! Im very excited for the map rewrite and was wondering what sort of plans there are to expand the surface level in fort mode. I understand when you embark you can change the grid size but currently you have to load all Z levels below the surface. Has there been any thoughts to having 2 embark selections? One for surface and one for the underground? I can envision having a 25x25 surface fortress sprawling with hamlets, houses and temples while having a 3x3 underground area to mine out and explore.
1. The portraits look like they're set up to automatically apply the hundred-or-so raw colors for worn items and eyes, but I haven't seen them applied to any previews. Will there be palette support for layered graphics? Any new uses for palettes planned, like doing unit-colored clothing as a palleted graphic?
2. Adventure crafting is minimal without modded reactions, and thus end up running into unexpected limitations. Is it likely we will see any bugfixes for typical reaction pitfalls, like unwearable gloves or stacked/dimensioned reagents (bone, bars, globs, etc) in the April update?
Will human, elven, and goblin civilizations be given hairstyling options now that we're getting procedural portraits? Also, why don't elf sprites show their facial hair, and goblin sprites don't show their hair or facial hair? I did notice though that the goblin portrait examples showed hair, but not beards. Elves and goblins do have beards, so the sprites should probably show that.
Any plans to make water a continuous requirement for farming (and other crafts)?
Several DF crafts depend - in their real-life counterparts - on having water: farming, brewing, cooking, dyeing, smithing, breeding, and I'm sure I'm missing some.
While df-irrigation is used to create farmable soil, farmers don't water their plants.
Do you plan attempting an in fort market economy again in the foreseeable future?
I was looking into why buoyancy isn't a thing in the game and I haven't been able to find a post from you on the subject since August 2007:QuoteThe new fluids invalidated most of the old code. Have water stop you when you jump into it so you don't go all the way down into the bottom is linked to density sink/float stuff, which I haven't done yet. I'm not sure what I'll get to. It'll either be done or get Req'd.
Other than that I saw lots of people make various comments about buoyancy being too hard, or implying you didn't want to implement it for some reason, but it's kinda hard to tell what is assumption, speculation, or accurate.
So what is the deal with buoyancy and why hasn't it been included yet? If it is a technical issue what are the major problems? Is it going to wait for boats?
Does this mean that the portraits shown will change variations every time they're displayed (at least until they're linked to fashion-item terms)?
Quote from: meAnnie made us cool hoodies in the style of those pig hoodies I wear, with the pigs in a grid, but with the dwarf face in place of pigs.
Pics?
- Why is the number of custom labor groups limited and with numbers instead of icons?
- Are there plans to allow editing the default labor groups?
- Have you ever considered adding a world painter for precision embarks? (trying to spawn good & evil tiles adjacent is incredibly difficult)
- Do you know if Adventure Mode will be backwards compatible with existing worlds?Quote from: meYeah, the Adv mode stuff isn't directly related (despite me working to have keyboard enabled there), but Putnam's already got some keyboard stuff working in Fort mode on some additional menus. It's already in progress.- Does this mean we can fully remap the sub-menus? Like right now adding a hotkey for building a door requires a custom graphic corresponding to said keys.
Is saving in adventurer mode gonna gain the same options as in fort mode? Such as to save and continue playing or save to a new timeline.
Do you think there's any current features that might not make the initial adventurer mode release? Like the camp building mentioned on Blind's steam.
Are the controls also going to be designed around WASD?
Any chance we will have key shortcuts such as "q", "+" and "-" back to fortress mode in the premium version?
How hard would it be to make the motion graphics of DF more smooth, interpolating the movement of creature sprites between squares instead of jumping discreetly from one position to the next? Rimworld style, basically.
Before the premium version, we could change which font to use for the ASCII graphics by changing the font name in the FONT tag in init.txt. In addition to changing the images used for the ASCII graphics, this would also cause map cells to be rendered with the aspect ratio of the font.
In the premium version, changing the font in the FONT tag still changes the images used for ASCII graphics, but the aspect ratio for map cells remains the same as that of the default font.
Will this feature - the font aspect ratio driving the display aspect ratio - be making a comeback?
Regarding the recent Steam announcement: will demigod players be able to select which deity is their divine parent, during character creation? Also, assuming that “demigod” here is used to refer to the child of a deity and a non-deity, will they also be assigned a non-deity parent?
Also, what about elves? Will they no longer be able to be demigods (or will it be possible for a “force” to be a demigod parent)?
Getting a chunk of myth stuff is super exciting, however finalized it turns out it, it really is a sign we're entering a new era of feature development, beyond the different kind of goodieness that graphics and reworked UI has and will continue to be.
Tutorialization through deity sounds really fun, though I wonder:
1. In worlds without deities, or civilizations without, how will the demigod tutorial work? Will some other being take that tutor position? Or will it be impossible to play an atheist demigod?
2. Will demigods from goblins/dark fortress civs get guidance from the deified civ leader? Will megabeast-followers get it from their patron roc or dragon? What if this physical deity dies?
1. Will the graphics layering system be expanded or made more powerful? For instance, will more conditions for quality like in portraits, or will conditions for other layers existing/not existing be added to the regular, small-scale sprites?
2. Will a rework of the combat system, or at least the information displayed, be done at any point soon? A lot of things are somewhat confusing, like how "squareness" affects armor penetration and damage, what the chances of penetration and dismemberment are to begin with, how much skill affects things like dodging, parrying, chance to hit, etc. I think that clarity is more important than actual changes, especially considering the newer players.
If a (very basic and incomplete) framework of the Myth & Magic system is coming with the Adventure update, does this mean the Big Wait might not be so big after all (at least, not counting the Big Wait we've already had waiting for the Big Wait)?
So with the demi-god being converted into tutorial mode is there like an option to have the old demi-god settings? So that future runs aren't just stuck to the two lesser point pool options or risk dealing with the tutorial again?
the force tutorialization stuff kinda threw a monkey wrench in my common demi-god adv runs a bit
that said I wonder what this means for multiple adv party members if one of them is a demi-god? Does that lead to the Tori the goddess of Tutor popping in to explain a feature if a player tabs over to the demi-god?
Will there ever be a rework of how alcohol is brewed, which is currently really simplistic and kinda boring for a game about alcohol addicted dwarves?
Perhaps procedurally generated, culturally unique recipes?
Is an overhaul planned for other older parts as well?
1. Will peasant characters be able to join temple organizations to get bonuses when interacting with related deities? If so, what would the temple faction expect from the peasant character in return?
2. Will the spheres of a demigod character's divine parent matter in determining their special powers?
3. Since property rights are being overhauled does this mean we can no longer walk into a random warehouse and start stealing goods with no consequences?
4. Will hamlets get a new provider for food for adventurers since they don't have markets or inns? I assume the property rights update will stop us from stealing food from random people's houses with no consequences.
5. Previously characters could talk to their deity and get no response, with the myth and magic stuff coming will there now actually be some form of response to talking to a character's deity?
Hello Toady and thanks for this wonderful game. I have been wondering if there was any word on a Mac release for the Steam version?
Quote from: rynoi have a question about the giant creatures of dorf fortress. Is it the case that they are very straight forwardly giant versions of real ones, or is it more like they are fantastical beings that are simply nicknamed after real ones due to their closest approximated similarities? Are the giant creatures considered to be genetically related to the normal ones? I understand that for their sprites they are simply scaled up versions of the base creature set, but I believe this is in order to save time above all else, and that it's possible that the canonical nature of giant creatures is not so 1:1, but can you clarify?Quote from: voliolI'm also curious if there's an official answer to this, what they are in the current version of the game. Otherwise it should be expanded upon when Myth & Magic drops for real. Are these giant animals monstrosities created by a force of chaos, only similar to normal animals as a mockery of their form? Are they normal animals warped by the magic surging in the lands? Or are they escapees from the platonic realm of beasts? Etc. etc... I imagine that will depend on their procedurally generated past in mythgen.
Sorry to hear that 50.12 is delayed, but why do the links to the report and FoTF in the 1/30 devlog point to the ones from last month?
Quote from: Eric BlankHow was thanksgiving for you Toady?
did you get any cool christmas presents?Quote from: A_Curious_CatLutefisk?
So my question is, was this ever a feature that civs would intially have similar asestetic genetic traits? Or was this all head cannon created by coinsidences? If so why was it changed?
Will the upcoming procedural portraits be applied to other humanoid creatures besides the playable races (such as semi-megabeasts)?
Will you add graphics raws to the Classic version so implementing custom graphics packs that are compatible both with premium and Classic will be easier? I'm talking about the TXT files in vanilla*_graphics that are present in premium but not in classic, not the art itself.
Will the attire represented in the portraits enable distinction of units based on things like the social standing, culture, etc?
Will weapons / shield also be shown in the portrait?
Do you think that generated mythologies would be as extensive as current world generation history? (i.e, spanning hundreds to thousands of events and characters)
Do ettins have two personalities / souls?
Did the hippo man wrestler in the trailer organically accept to come with, or was there some manipulation behind the scenes? I tend to have trouble recruiting in my adventure games.
Quote from: PillboWill portraits work with non standard races? For example experiments, angels, gorlaks etc?
How will the portrait system work with modded creatures?
Will there be a way to add/modify the sprite layers used to build the faces?
If none are provided will there be some kind of stand in?Quote from: A_Curious_CatWill it be possible for modders to mod in their own custom procedurally generated portaits (for example, for a modded in race)?
What are the plans to add baby graphics for dwarves and other layered creatures? Is that on the backburner due to the level of effort?
I noticed it mentions you can click on a tile to open a context menu for that tile, but does that option also exist on keyboard, like the way the 'l' and 'k' keys do in the currently released adv mode? Thats a pretty important functionality for keyboard-only support i figure
Are the armor variations seen in the most recent devpost based on item quality?
The walrus man is described as "A legless person with the head and back flippers of a walrus" and has the tag ANIMAL_PERSON_LEGLESS, but in the new sprites clearly has legs. It's the same with the elephant seal man (but not the leopard seal man or harp seal man...). The snail man is kind of the opposite, it should have legs but it's sprite shows it as legless.
Are the animal people going to be updated to match their sprites or is that just not an important detail to you?
Has working on Premium Adventure Mode allowed you to make any progress towards restoring the keyboard cursor in Fortress Mode?
Any recent programming discoveries/new approaches since Putnam joined?
Has there been any movement towards automating game tests before releases?
I remember in an interview earlier this year that you said you may sneak in small additions related to future content as you continue the updates at hand. Is there any chance next year after adventure mode comes out, we get another magical side activity like the divination dice?
When you get to the map rewrite, how far do you intend to go to change the current system of mining? Right now a large number of tiles cleared do not drop stone. This practically annoying when you mine an ore vein and see a large number of tiles not drop ore. This seems like a quick fix for something you intent to overhaul later.
I could see a couple dwarves mining and another dwarf loading a mine cart and taking the unwanted rubble out of the mine. We already have mine carts!!! We already have dumping zones too. You might have to tweak how quantum stockpiling works, but it could be done. Quantum stockpiling also seems like a quick fix that will be overhauled later.
Any chance of procgen prepared meals, similar to how procgen instruments are currently implemented?
How do you keep motivation, working mainly alone, for years and years, on a nearly unique project ?
my brain exploded recently when i discovered there were no above-ground mushrooms in the world of dwarf fortress. how did things end up this way? would the dwarves reign supreme in every version of history with access to such a resource? do you have a favorite real-world mushroom type? Thank you
I know this may sound a little strange, but I would like to know if your idea of an adventure mode will also be focused on people who prefer a more peaceful game mode? By this I mean if, for example, we can focus our objectives on making a farm and living peacefully on it, until the goblins allow us, spending our days fishing to sell the fish in the nearest city. Or, for example, be a merchant seeking his fortune to settle in a big city and have a life of luxury there? Or maybe set up a tavern in a city and work so that others can get drunk?... Will there be a possibility in the future of something like that? Would the ultimate idea of the game be to create a truly living world where we can truly do anything we want?
And another question that may have already been asked before, will it ever be possible in the vanilla game to play with other races in fortress mode?
1)why canI nobles with some sort of SUCCESSION not be appointed to a position that is a SQUAD-holding? Like baron and monarch that cannot be militia commander?
2) Is there any way that an unit holding a site-level position can succeed a civ-level position? It is possible in world-gen, but it seems not to be in fortress-mode.
Honey bees do not possess the vermin_micro tag, and consequently do not spawn in swarms. In spite of this, unused sprite graphics remain in the premium raws, which depict swarms of the remote_colony honey bee worker caste.
-- What kind of buzzing nightmares did you originally have in mind for our dwarves? And are there any plans to have us to experience these horrible nightmares at some point in the future?
In older versions of the game in adventure mode it was a terrible slowfest near goblin towers. What are you going to do to fix this, will you reduce the maximum population in goblin fortresses?