Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: As someone who has not played DF in +3 years, what new fun should I look out for  (Read 942 times)

noodle0117

  • Bay Watcher
  • I wonder what would happen if I pull it.
    • View Profile

At a glance I see minecarts and bigger trees.
Any other major changes I should watch out for?
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile

That would be a hell of a list.
Look up the following on the wiki for a start:
- World activation
- Visitors
- Temples
- Taverns
- Libraries
- Manager (standing orders, etc)
- Adventurer (specifically rumours and site building)

Siegers can jump and climb now. Be careful.
Snatchers are kind of missing/buggy/confused right now.
Giant Elephants are a thing (but giant desert scorpions are MIA).
All races are playable in adventurer, all races can become part of your fortress in dwarf mode (but dwarves are still the focus - for now).

There's a lot I've probably missed, especially with the differences from DF2012 to DF2014. Like I said. You're better off reading the wiki to see what sort of game DF is now. There'll be a lot you'll be familiar with but almost as much that's changed completely, been fixed or been discarded.


« Last Edit: July 02, 2016, 07:50:07 pm by Shonai_Dweller »
Logged

noodle0117

  • Bay Watcher
  • I wonder what would happen if I pull it.
    • View Profile

This'll be a fun new embark.
Logged

vjmdhzgr

  • Bay Watcher
  • Hehehe
    • View Profile

Wow. Minecarts were added a long time ago. I think even vampires, werebeasts, and necromancers were after that. Sometimes vampires will migrate to your fortress without many easy ways to determine that they are vampires. It's quite rare, so don't worry about it too much until a dwarf is found drained of blood, in which case go look up vampire detection tips to try and find who it is. Werebeasts are just random naked people transformed into a somewhat dangerous form that might attack your fortress in a manner similar to megabeasts, except after an in game day they transform back into random naked person form and run away. If any of your dwarves get a scratch that breaks the skin and survives then they become a werebeast too and will transform for one day every month and then probably infect more dwarves. So read any combat logs involving werebeasts. Necromancers are only a concern if there's a "tower" on the neighbors screen when embarking. They'll arrive with armies of undead and raise any dead that they see to join their army. I don't think there's too much more other than what Shonai_Dweller said.

I guess attack and movement speed have been split now, allowing for whips to have slower attacks than any other weapon, though aside from that it doesn't have much fort mode relevance. Also armor and weapons now get damaged when in combat, which is actually pretty big. It's a bit too much as far as I'm concerned. I've seen bronze boots get entirely destroyed in a single fight. I've also seen a peasant with a silver knife completely break the knife trying to fight someone, so silver is probably a lot worse for weapons now. At the same time as that it was made possible for attacks with significant momentum to damage the joints of body parts they attack. This too is a bit excessive right now. Pretty much any hit can easily go breaking limbs regardless of armor. Invaders also show up wearing somewhat full sets of armor. It varies exactly how full they are, but it's normally nearly complete. Also there are a lot less invaders, because the world outside your fortress now continues to be simulated, so those invaders have to come from somewhere, and it turns out that the thing goblins used to do where they send sieges to your fortress every season, isn't very viable when you have to actually provide soldiers for those sieges. So they don't. You'll get some, but nowhere near the amount you used to. So actually a lot of things have changed other than what was described. Yeah there's a lot. You should probably check any new wiki pages.
Logged
Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

NCommander

  • Bay Watcher
  • Dwarven Military Master
    • View Profile
    • SoylentNews

Animal training was completely revamped. Mining now only related to job time vs. if you get a boulder. Boulders only happen 1/4th as frequently, but most reactions now generate 4 things (i.e., one iron ore, four iron).

The HFS got *worse*. Dwarfs have needs. Goblins vacation a lot more, workflow is now obsolete, and dwarfs now bloom in trees before dying.

Spoiler: HFS (click to show/hide)
Logged
Quote from: TheFlame52
Fucking hell man, you aren't just getting the short end of the stick, you're being beaten with it.
Quote from: NRDL
Is your plan really to flush water into hell, and have the CARP marines fight them without threat of flame or disease?  If so, you are awesome, and one of the greatest DF military visionaries I've seen yet ( not that I've seen that many, or any, for that matter )

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile

If using a minecarts/wheelbarrows as datum, they were added on May 14, 2012 in 34.08. It's the last entry on second page of  DF announcements, btw. That is over 4 years ago, so thread title should be corrected :P

World activation + two week wait to start the game means that occasionally important (to you) settlements fall by the time you get to embark wagon.

Adv. mode conversation got redone.

For combat testing, there is the arena mode. Can easily spawn creatures there and watch them fight each other.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile

Wow. Minecarts were added a long time ago. I think even vampires, werebeasts, and necromancers were after that.

Nope, minecarts were three months later exactly, in 0.34.08, with vampires etc. in 0.34.01.

noodle0117

  • Bay Watcher
  • I wonder what would happen if I pull it.
    • View Profile

That is over 4 years ago, so thread title should be corrected :P

Still technically +3 years so I'll leave it be :P
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile

Well, here's another few:

I don't know if they were dangerous in 0.31 days, but when setting up a military marksdwarves are no longer the obliterators they were in 0.34 days, though still capable of crippling - don't rely on them as your only defence.

You can farm in soil without irrigation, not sure when that was added. Aboveground farming is very worthwhile, but not necessary with herbalist labour harvesting dozens and dozens of different crops and tree fruits.

Mathalor

  • Bay Watcher
    • View Profile

Are you planning to play the recent version, or the starter pack stable version?  There's been a significant delay between them, so several features won't be available in the stable version.
Logged