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Author Topic: Changes since 40.24  (Read 1264 times)

achamalacha

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Changes since 40.24
« on: May 11, 2016, 04:34:21 pm »

The last time I played a fort till fps-death was 0.40.24. What am I in for in contrast when starting a new fort now?
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Shonai_Dweller

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Re: Changes since 40.24
« Reply #1 on: May 11, 2016, 10:23:35 pm »

Dwarf Mode:
Dwarves have needs now. They'll work better if they're able to meet the most important of their needs. This involves building taverns, temples and libraries which dwarves will hang out in instead of going 'on break' or 'party'.

Taverns, temples and libraries will attract visitors from your neighbors. Mercenaries, scholars and entertainers mostly, plus those who just want to hang out with the sexy bards (like the local bandits for example).

Visitors can be of any race that lives nearby.  Goblin dance troupes will turn up from the local dark fortress at times, but generally goblin visitors are those that live in nearby human civs. Outside influences, wars and other unknown factors cause them all to erupt into mindless violence every so often.

People hanging out at the tavern may end up in fist fights that the captain of the guard is ignoring for now. Generally this is caused by escalating arguments. Some dwarves like to argue. Goblins really like to argue. Some people don't like to argue and will punch insistent arguers to death. By mistake.

Taking of death, tavern goers may kill themselves drinking nowadays. Don't worry about it.

Art, poetry, music and dancing now exist in the world to give dwarves something to do at the tavern.

Workshops can now produce armour to fit any size of visitor you happen to have. Elephant-man steel plate probably uses a lot of steel.

The manager is now a highly sophisticated crazy workflow system. Seems to mostly work.

Adventurer:
With the new arts introduced, adventuring as a bard is possible. Dance, sing, write books, visit libraries, argue and get killed.
Arguing with people can change their values.
People recognise your good deeds and groovy dance moves a lot more (reputation improvement is now more apparent, killing bandits isn't murder).
Hearths give kill quests.
Adventurers can build buildings, carve bones, cut down trees and make stone axes.
Animal man tribes can civilize during worldgen by joining nearby civilizations. You can play as any race that lives in a human, elf or dwarf civ (animal-men, goblins, plump helmet men, gorlaks). You can also choose any non-civilised animal man you like and you'll be placed in a civ.

I guess there's a lot I missed. Anyone else want to pick up?

--Oh, almost forgot. Sieges work now (they don't get lost trying to find your fortress). Goblins ride beak dogs and you can set a cap on invaders in the options.
« Last Edit: May 11, 2016, 10:39:07 pm by Shonai_Dweller »
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Brunhidden

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Re: Changes since 40.24
« Reply #2 on: May 11, 2016, 10:55:20 pm »

after making a job in a workshop, like telling a mason to make a statue, you can now select the job and press d to pick details- allowing you to specify things about that job like what kind of stone or what its an image of. again, for example, i could produce granite statues of each of the deities my fortress worships, or to produce a slate statue of cheese for the tavern, or specify a statue of the mayor being covered in roaches to put in his bedroom.

libraries need more research on our part to fully understand but basically you assign a scholar who will attempt to ponder things to write about, and use writing materials like quires and scrolls, and scribes who will try to make copies of every book/scroll you have so if someone walks off with one or you sell a copy theres still another one in your library for the citizens to read to fufill their needs for knowlege. the raw materials for books now consist of a two job industry of papermaking and bookbinding, relying on craftsdwarves to make bindings and rollers as well. occasionally a dwarf will have 'dreams of making a breakthrough' in their bio, they want to write a new book. however mostly they want to write books about very random things, like funnels, the time someone stabbed an emu, fire is a lie, a human fish cleaner moved into a new town and was unimpressed, thoughts on animals having sex, and things labeled 'wizards guide to' which never involve wizards and usually involve someone being slapped.

a dining hall or regular meeting area can be designated a tavern as well, designate someone to be the tavern keeper to serve drinks in mugs, keeping dwarves happy as they now dislike drinking from the barrel. these are now hotspots for bards to hang around playing randomly generated (often either stupid or awesome sounding) instruments or doing randomly generated (usually bizarre) dances. citizens enjoy watching or talking to these clowns, it fulfills a need. however tavern keepers serving drinks is still wonky, and there seems to be limited way telling if a bard will be a dancer or musician or what kind of musician

dwarves getting stuck in trees has been reduced, but is still a perennial issue
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Shonai_Dweller

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Re: Changes since 40.24
« Reply #3 on: May 11, 2016, 11:44:04 pm »

Visitors will petition you for long term residence and then citizenship later.

Long term resident mercenaries can be put into your military squads (but not in the position of squad leader). Bards will become official fortress bards (even though you can't allocate them to a specific entertainment zone for some reason). They'll live in rooms allocated to your tavern.

Monster hunters are supposed to be around somewhere, and are supposed to ask permission to go hunting in your caverns. But they're not and they don't. Matter is under investigation.

Visitors with citizenship get any room they like and can be freely made into garbage haulers like regular dorfs.

If you retire your fortress then unretire, visitor numbers explode and they get all mixed up in a confusing mess along with the visiting merchants and their wagons. Best to leave that part of the game for now (although retiring a bunch of elephant-man adventurers at your fortress can make for a pretty fun squad on unretire).
« Last Edit: May 11, 2016, 11:53:00 pm by Shonai_Dweller »
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achamalacha

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Re: Changes since 40.24
« Reply #4 on: May 12, 2016, 02:33:31 pm »

The manager is now a highly sophisticated crazy workflow system. Seems to mostly work.

Workflow as in dfhack workflow? Sounds great! Thanks for the answers/heads up @all!
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Urist McVoyager

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Re: Changes since 40.24
« Reply #5 on: May 13, 2016, 07:21:00 am »

Up x 2

The resident bards get assigned to a general fortress location, currently. Since we can't actually access that location, there's no way to change their assignments.

Up x 1

Having not used DFHack Workflow, I wouldn't know. The work orders system has been fine tuned so you can specify things like how many workshops can be tapped for a job. You can also, IIRC, set up a workorder so it only starts when there's a specific number of some other resource on hand. It works great for multi-stage industries like clothing or smithing.
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