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Author Topic: 34.01 Small Changes  (Read 11723 times)

Gatleos

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34.01 Small Changes
« on: February 14, 2012, 05:48:35 am »

So, apparently you can do this now in adventure mode:

 :o

What other small changes have you noticed, that weren't mentioned in the devlog or changes list?
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imperium3

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Re: 34.01 Small Changes
« Reply #1 on: February 14, 2012, 05:52:35 am »

What does that option actually do when you select it? Does it work?
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SmileyMan

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Re: 34.01 Small Changes
« Reply #2 on: February 14, 2012, 05:59:21 am »

Just genning a world: "The Fourth Age of Myth" seems new to me?
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

Gatleos

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Re: 34.01 Small Changes
« Reply #3 on: February 14, 2012, 06:25:47 am »

What does that option actually do when you select it? Does it work?
It seemingly makes the other person call you crazy. I'm not sure if it has a function yet... maybe I should try it on someone important?
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Think of it like Sim City, except with rival mayors that seek to destroy your citizens by arming legions of homeless people and sending them to attack you.
Quote from: Moonshadow101
it would be funny to see babies spontaneously combust
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++U+U++ // ,.,.@UUUUUUUU

3

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Re: 34.01 Small Changes
« Reply #4 on: February 14, 2012, 06:34:11 am »

It does seem to work if you use it on someone who's actually a night creature.

I don't know if it counts or not, but:

Quote from: file changes.txt
   world gen params
      some have been replaced, here are the new ones (might be missing some):
      NIGHT_TROLL_NUMBER -- all of the following control how many random definitions are created, if set to zero that world won't have any
      BOGEYMAN_NUMBER

Seriously Toady, now you're just outdoing yourself. Control over the generation of specific night creature types in addition to being able to define varieties via RAWs?
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Korgus

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Re: 34.01 Small Changes
« Reply #5 on: February 14, 2012, 06:34:38 am »

The whole neverending wars with yearly pillaging thing seems to have been fixed.
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SmileyMan

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Re: 34.01 Small Changes
« Reply #6 on: February 14, 2012, 06:42:19 am »

The whole neverending wars with yearly pillaging thing seems to have been fixed.
The wars and battles seem generally more impressive.  No more 500 combatant battles with a single severed toe as the result.

I'm just looking at 244 humans assaulting a 79-strong elf retreat.  160 dead men later, they give up, but leaving just 18 elves standing.
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

thvaz

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Re: 34.01 Small Changes
« Reply #7 on: February 14, 2012, 06:51:01 am »

It's cool people calling you on the market.
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SmileyMan

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Re: 34.01 Small Changes
« Reply #8 on: February 14, 2012, 07:20:14 am »

ZOMG - i just found a new* source of Fun:

1) Go into Legends mode
2) Open up Underground Regions
3) Go to the last region.  Note the slightly different name
4) Find one of the inhabitants who has 'escaped' and a legendary name
5) Search for the inhabitant in the Historical Figures section
6) Scroll down to the number of kills
7) Be very afraid......

* may not actually be new, but it's the first time I've seen it...
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

nogoodnames

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Re: 34.01 Small Changes
« Reply #9 on: February 14, 2012, 07:27:29 am »

-Bandits (and presumably townsfolk though I haven't checked) now drop coin purses.
-The units screen is split up into categories making it easier to use.
-Slaves in forts
-Bowmen and bandits in general seem more deadly

That's all I can think of now but I'm sure I've seen more.
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Deon

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Re: 34.01 Small Changes
« Reply #10 on: February 14, 2012, 07:53:56 am »

A human empire has a marksdwarf as a noble! Humans suddenly get much dwarfier in my eyes.

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Guardian G.I.

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Re: 34.01 Small Changes
« Reply #11 on: February 14, 2012, 07:57:53 am »

Human civilizations have a lot of dwarf citizens. A lot.
Also, new noble titles have been added, apparently. I've met a human high fortune and a human high incident, who were chasing a heavily injured serpent man bandit in the keep. EDIT: It's a bug, apparently.
« Last Edit: February 14, 2012, 08:14:39 am by Guardian G.I. »
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FearfulJesuit

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Re: 34.01 Small Changes
« Reply #12 on: February 14, 2012, 08:05:07 am »

Either humans are awesomer, or those dwarves are pozrs and prepz. And you know what I think about pozrs and prepz.
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Untelligent

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Re: 34.01 Small Changes
« Reply #13 on: February 14, 2012, 08:13:54 am »

Worldgen seeds can now use letters, Minecraft-style. Awesome.

EDIT: Oh, wait, that was in the changes list. Eh, still wasn't mentioned in the devlog before the update.
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kaijyuu

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Re: 34.01 Small Changes
« Reply #14 on: February 14, 2012, 08:21:03 am »

Seems rather pointless. Are the seeds in hex, or base 36? Just a number, regardless.

Maybe typing in "magmaaaaa" as a seed would be amusing, though.
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