Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Curse you Toady!  (Read 1188 times)

Patarak

  • Bay Watcher
    • View Profile
Curse you Toady!
« on: April 05, 2008, 05:15:00 am »

Ah, Toady, you fickle beast. You have put me into quite the situation. In fact I am quite convinced that you have been plotting this ever since I was born. Conspired, you could say.

You see, by delaying the next release of DF so, but taunting us with epic new features, you have ensured that I won't be able to make an amazing awesome adventurer or fortress without not 2 hours after achieving epicness, releasing the release, forcing me to begin anew.

Curse you Toady One! CUUUURSE YOOOOOOU!

Logged

Lazer Bomb

  • Bay Watcher
  • Sine! Cosine! TANGENT!
    • View Profile
    • Homepage 60☼
Re: Curse you Toady!
« Reply #1 on: April 05, 2008, 08:11:00 am »

Losing (to the game creator) is fun!
Logged
Kagus: "Still, demonic spelunking is always a promising idea."

Locus

  • Bay Watcher
    • View Profile
Re: Curse you Toady!
« Reply #2 on: April 05, 2008, 09:32:00 am »

The next release is mostly historical, remember. You've got months until players control armies I would assume.
Logged

thvaz

  • Bay Watcher
    • View Profile
Re: Curse you Toady!
« Reply #3 on: April 05, 2008, 10:12:00 am »

Adventure mode will be most fun though, because of the more detailed historical background.
I don't think there will be a great change in fortress mode.
Logged

Greiger

  • Bay Watcher
  • Reptilian Illuminati member. Keep it secret.
    • View Profile
Re: Curse you Toady!
« Reply #4 on: April 05, 2008, 10:50:00 am »

Ha! You shoulda seen waiting for the first Z-release.  ;)
Logged
Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
Quote
I don't need friends!! I've got knives!!!

Gaulgath

  • Bay Watcher
  • ♪ Gold gold gold gold ♪
    • View Profile
Re: Curse you Toady!
« Reply #5 on: April 05, 2008, 11:50:00 am »

quote:
Originally posted by Greiger:
<STRONG>Ha! You shoulda seen waiting for the first Z-release.   :D
Logged

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Curse you Toady!
« Reply #6 on: April 05, 2008, 12:43:00 pm »

Dwarf Mode isn't getting hosed, it's getting boosted too. Might I remind everyone of this:

#  stopped placing container in one of its contained containers from locking up the game
# made constructions remove engravings, debris and other objects from their square on placement
# stopped aerial births
# stopped blood from hanging in the air
# made snow-covered dyer's workshop in different construction states distinguishable
# fixed some inconsistencies with child name capitalization
# allowed dwarves to dig up from ramps provided a ramp wall is in place
# stopped "large " items with blank names from appearing (one instance of it anyway)
# stopped channeled walls above constructions from leaving rocks inside the construction
# made unconscious diplomats/traders trigger traps
# stopped smoothing under roads
# stopped snow from being generated at the bottom of the ocean
# fixed problem with world map display size on chargen/embark
# made rain/snow shift locations with rest of objects on map shift
# made forbidden/on fire state of items respected in a few extra places
# made children grow up anyway if they somehow miss their exact coming of age date
# changed how diplomacy states are stored
# gave immigrant woodcutters proper soldier settings
# allowed undead/invaders to fight
# smoothed out local landscapes
#  made digging out ramp walls update connectivity properly
# gave work dogs and cats names upon adoption
# displayed number of assigned hunting/war beasts during assignment
# fixed up problems with continued designation job selection
# stopped constructions and frozen liquids from floating at the bottom of the chasm
# stopped construction removal from leaving open spaces in ice
# stopped ocean waves from pushing merchant and horses free from wagons
# made carving a fortification unhide adjacent squares
# made freed tombs respect no pet init options
# made pregnancies count toward the baby cap
# made heat/cold damage effects for items work faster
# stopped dungeon master from constantly putting on cloaks
# stopped dwarves continuing training if the building becomes forbidden
# allowed wagons to go through ashes
# stopped debris on the ground from coloring flashing ramps
# allowed viewing of kills in ... dwf mode ...
# made megabeasts, semimegabeasts and underground feature creatures take on the undead character of their region
# fixed crash from having no items available to bring to the depot
# fixed problem with slaughter job spamming over inaccessible creatures
# improved accessibility checks for various jobs
# fixed problem with the king coming early and not actually showing up
# fixed problem with wagons not unloading at the depot if you have more than one
# made smoothed walls display correctly when designated for dig
# stopped selected embark area from changing when civ is changed
# placed silk cloth in the correct item category during embark
# fixed problem with blank thoughts from old caves
# stopped item names from spilling under point values in embark item list
# made cage occupant list scroll before reaching instructions
# fixed a problem that would allow continued designation jobs to mess with other designations
# stopped export restriction mandates from being violated by trader goods (no dwarves were punished, but noble becomes upset by this)
# made soldiers lose inappropriate jobs like training when their squad is put on duty
# stopped journey friendships from influencing leadership selection on embark
# handled an issue with job persistence when a dwarf joins the guard
# added some additional checks for well completion for well jobs
# fixed item contaminant adjective spacing and duplicates
# fixed crash bug related to rain destroying webs in evil forests
# fixed problem causing low baby caps to affect population cap


That also doesn't include the things like wars, roads, territories, and eras, which will influence site selection at least for me, and probably for everyone else too.

The biggest things might be historical, but there is still a large list of things that aren't. And the historical will influence how people play, as the "adjacent civilizations" will be adjacent now, and their territory obvious and visible with histories of warfare establishing them. I suspect we might even start at war with things like elves and humans based on historical actions.

Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

numerobis

  • Bay Watcher
    • View Profile
Re: Curse you Toady!
« Reply #7 on: April 05, 2008, 01:51:00 pm »

Oooh, nice list.
Logged

ShunterAlhena

  • Bay Watcher
    • View Profile
Re: Curse you Toady!
« Reply #8 on: April 06, 2008, 02:53:00 am »

Yeah, this one bothers me, too. I just abandoned my first world Tar Thran because deities and past relationships came into world gen.
But I don't want to start anew, either, since I might build up and lose a fort or two but all that is moot point when wars come out and I start a fresh world yet again, where none of my historical deeds are known - or even happened.

Backwards save compatibility is nice, but we have to world gen to access new features anyway. Maybe a "guaranteed" time delta between compatibility-breaking (meaning: releases that need new worlds to access all new goodness) releases? Like one month or a couple of weeks? In the meantime as much bugfixes can come out as possible, and new features can be polished to perfection (but not released), so the game's development won't slow down the slightest bit (since there is no speed difference between getting a small feature update weekly and getting a major one in three weeks).
But then us "history-conscious" gamers could spend enough time in our imagined realms doing fantasy acts for a legendarium that never existed.

Logged
fox has become enraged!

Toaster

  • Bay Watcher
  • Appliance
    • View Profile
Re: Curse you Toady!
« Reply #9 on: April 06, 2008, 10:00:00 am »

At some point, you have to accept that this is an alpha, and things change.  I usually just finish whatever fort I'm on when a new release comes out, then make a new world (if there have been changes that justify it).  Plus, this way you get a heads up if there are any major bugs in the release.
Logged
HMR stands for Hazardous Materials Requisition, not Horrible Massive Ruination, though I can understand how one could get confused.
God help us if we have to agree on pizza toppings at some point. There will be no survivors.