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Author Topic: Dwarf Fortress 0.34.01 Released  (Read 107189 times)

rtg593

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Re: Dwarf Fortress 0.34.01 Released
« Reply #300 on: February 16, 2012, 10:26:16 pm »

Hmmm... Everytime I gen a 1050 year smaller world, it crashed when I hit enter to accept... Curious. Maybe I will just stick to a shorter history world:p

EDIT: Scratch that, ANY world I gen, regardless of time, crashes when I accept. Just tried a 50 year one. Guess I'll stick to the previous version for a bit still...
« Last Edit: February 16, 2012, 11:04:11 pm by rtg593 »
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G-Flex

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Re: Dwarf Fortress 0.34.01 Released
« Reply #301 on: February 16, 2012, 11:23:54 pm »

My impressions of Adventure Mode after not having played it for quite a long time:

  • I know this isn't new to this version, but the aimed attack system is incredibly fun, aside from a bit of a clunky interface.
  • It's still rather slow, both to generate a world (even slower now, I think?) and to journey around in it.
  • Even with a "Demigod" it's nearly impossible to match, say, bandit leaders in ability. Bandit attacks happen very often and are very harsh, and it doesn't help that you still start off with a possibly poor weapon and no armor.
  • Combat/wounds/bodies are still a little messed up. There are still some strange disparities between how you expect creatures to act and how they do act, organ damage and broken bones don't necessarily do as much as you'd expect, some items of simple clothing seem to deflect attacks a lot more than is reasonable, silver is still inexplicably very good for a lot of weaponry (and used far too often by historical people to make them, even swords and such), armor layering is still a bit over the top, and whips still essentially act like you're getting shot by a pistol. Not that any of this is new, really.
  • The new towns are a little... spartan? It's hard to even find a decent armor or weapons shop. Towns seem pretty far apart from each other sometimes, and don't often have a whole lot in them. I find it pretty strange that throughout an entire human civilization, I'd actually have trouble finding a decent weapon shop, and some of them actually wind up being devoid of goods when I find them! Really, I feel like there should be more of most things, especially in major towns. Maybe it would help to generate a world for more than 250 years; I wouldn't know, because on a medium world, it would take an extremely long time to do so, at least on the mediocre computers I have access to.
  • Punching the hand off a mummy, while ridiculous, is very fun.
  • Navigating the towns is a bit of a pain. The "significant buildings" list will show a building, but then you drop down into the town itself and sometimes it's very hard to actually find what you're looking for, especially if the town is on uneven terrain.
  • Adventure Mode desperately needs some sort of viewable units list. Especially with varied ground tiles on. It can be incredibly easy to miss a unit on the battlefield, especially, say, a green-colored bowgoblin standing in the grass. In an ASCII game like this where knowing enemy locations matters a lot, and where missing something can mean certain death, something indicating what creatures you can see is invaluable.
  • The hamlets, towns, keeps, etc., despite some flaws (like the ones mentioned earlier, plus towns being built with little regard for effective use of uneven terrain), are pretty nice touches when traveling across the world.
  • Bogeyman/Night Creature ambushes are severe enough that instead of simply discouraging being out during the night, it outright forbids it on most characters. I'm honestly not sure I consider that a fun challenge, because it's less "it's harder to travel at night" and more "make sure you keep accurate track of time or you'll die". I think lowering the severity and frequency of these ambushes would help.
  • I've heard at least one report of someone being stuck in a cave forever because they accidentally built a campfire in the hallway leading out. Apparently they last forever, and there's no way to move past them or put them out. A problem!

Overall, it's pretty fun and quirky, and it's nice that there are some new things to do in it. I still savescum like crazy though, due to how random and weird it can be at some points, and to avoid/circumvent bugs.

Speaking of bugs, I found a pretty interesting one. Well, bug or set of bugs. Hard to tell.

Another edit: I realized I'm apparently talking a lot about stuff that isn't even new to this version. I never really played adventure mode in 0.31 though, so... yeah.
« Last Edit: February 17, 2012, 04:18:50 pm by G-Flex »
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Buttery_Mess

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Re: Dwarf Fortress 0.34.01 Released
« Reply #302 on: February 17, 2012, 12:19:59 am »

Not before you make a bug report, rtg493!

I haven't had the chance to get killed by bogeymen yet. Still, with bandits the way they are, going anywhere further than a days travel is out of the question. You can't keep followers alive long enough to survive in the wilderness. I haven't found the need to go far from town though.
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Disreputable_Dog

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Re: Dwarf Fortress 0.34.01 Released
« Reply #303 on: February 17, 2012, 06:16:57 am »

this new release really looks like its made things much more interesting in adv mode (which i had been ignoring up until now) and was all geared up to start a character, but the news of all these bugs, the night-curfew-imposing nocturnal baddies, and the insanely populous bandits has be feeling a little scared off. Maybe i'll wait until its calmed and patched a bit before i start my adventure :P
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Buttery_Mess

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Re: Dwarf Fortress 0.34.01 Released
« Reply #304 on: February 17, 2012, 07:26:12 am »

My current character is sneaking and crutch walking everywhere outside of fast travel mode. It's raising skills and I can dodge bandits. Works well, so far.
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But .... It's so small!
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xordae

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Re: Dwarf Fortress 0.34.01 Released
« Reply #305 on: February 17, 2012, 08:13:12 am »

Nemesis Unit Load Failed. Funny how a game-ruining error from 40d days still sticks around.
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abadidea

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Re: Dwarf Fortress 0.34.01 Released
« Reply #306 on: February 17, 2012, 09:13:13 am »

Speaking of bugs, I found a pretty interesting one. Well, bug or set of bugs. Hard to tell.

with the result of myself starting off in a cavern, as a nameless crundle, surrounded by "peasants" who were also nameless, and also crundles. The description screens of my adventurer and my fellow crundles corroborated the fact that, yes, we were crundles.

For some reason, this bug report has me in stitches  ;D
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Buttery_Mess

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Re: Dwarf Fortress 0.34.01 Released
« Reply #307 on: February 17, 2012, 01:43:46 pm »

Is it just me, or are all lairs inhabited solely by naked peasants? Is this a bug?
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But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.
Quote from: Toady One
Naturally, we'd like to make life miserable for everybody, randomly, but that'll take some doing.

Footkerchief

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Re: Dwarf Fortress 0.34.01 Released
« Reply #308 on: February 17, 2012, 01:45:57 pm »

Is it just me, or are all lairs inhabited solely by naked peasants? Is this a bug?

There's a bug report about werecreatures and vampires just hanging out in their lairs, naked.  I'm guessing that's what your "peasants" are.
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YetAnotherStupidDorf

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Re: Dwarf Fortress 0.34.01 Released
« Reply #309 on: February 17, 2012, 02:18:49 pm »

Still not sure if it's a bug, but legends mode seems to be a 100% guaranteed way to identify any vampire.
While Legends mode are expected to have everything, carrying it on engravings is problem, if vampire cover is not yet blown. I think Toady will have to implement public and secret historical knowledge...
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tahujdt

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Re: Dwarf Fortress 0.34.01 Released
« Reply #310 on: February 17, 2012, 05:40:48 pm »

You has struck awesomantine! Praise the Toady One!
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GrizzleBridges

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Re: Dwarf Fortress 0.34.01 Released
« Reply #311 on: February 17, 2012, 06:51:36 pm »

I really love the new towns, they feel organic.  I have only had 2 adventurers and they died fast deaths. I like the difficulty level too.
One thing I noticed is I cant find any shop that sells bags, or waterskins, or backpacks? I had a character start without them and I couldnt find them anywhere for sale.

Also, is there a way to buy a map for the sewers? I would like to see some randomly generated quest-items in shops. Keys, maps, etc, stuff that will make people want to check in shops in town to see if they find something interesting.
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Buttery_Mess

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Re: Dwarf Fortress 0.34.01 Released
« Reply #312 on: February 17, 2012, 07:03:41 pm »

I can't find any way into the sewers.
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But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.
Quote from: Toady One
Naturally, we'd like to make life miserable for everybody, randomly, but that'll take some doing.

Isher

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Re: Dwarf Fortress 0.34.01 Released
« Reply #313 on: February 17, 2012, 07:08:32 pm »

One thing I noticed is I cant find any shop that sells bags, or waterskins, or backpacks? I had a character start without them and I couldnt find them anywhere for sale.


Haven't made it far enough to answer your question, but I often start as a human outsider and the first thing I do is search around the village it puts me near, usually inside at least one house you'll find some bags with berries in them. It's not as good as a backpack since you have to hold it with a hand and it won't autoput to the bag, but it's way better than nothing.

Eating the berries didn't seem to apply to hunger correctly so I'll have to test that some more.
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Lord Shonus

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Re: Dwarf Fortress 0.34.01 Released
« Reply #314 on: February 17, 2012, 07:09:14 pm »

Still not sure if it's a bug, but legends mode seems to be a 100% guaranteed way to identify any vampire.
While Legends mode are expected to have everything, carrying it on engravings is problem, if vampire cover is not yet blown. I think Toady will have to implement public and secret historical knowledge...

That's why I haven't filed it as a bug, because it might be intended behavior. Worth noting, though.
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