Of course, some of the forgotten beasts occupying worldgen fortresses will be comically weak.
Maybe there is some sort of combat test that avoids it in world gen? This leads to the question:
Forgotten Beasts and Megabeasts will always win or can they be defeated or beaten back by the defenders? Their strenght plays a part in these attacks or is it random?
Materials don't matter in world gen combat, although strength does:
Rainseeker: I have a question from Nill; he or she wants to know more about combat during world generation, how it works; do you just put a bunch of armies in front of each other or do they actually travel and cause trouble for each other?
Toady: It's pretty weak right now, they have their enemy, you have the civilization, it has its target that it wants to attack and then they pull all of the able bodied people they can from their civilization and lump them into a group and send them at their target which then lumps its people - generally the defenders at the site but they can pull in more people I think if they have that kind of civilization that isn't just site based - and then it ... I'm trying to remember here if it just pairs them off and fights zillions of little duels ... Like when you read the details of a duel between important historical figures, where it just says 'his right arm was wounded and then the other guy ran away', that is what's happening with every single fight, with every single person, you just don't see it. That's why when you go into their legend you can still read the details of how their arms and legs were hacked off, even if they're not the civilization leader and it doesn't show up in the era based list as an important duel. But it's not like the new adventure mode/dwarf mode combat with all of the specific tendons and materials because it would just grind to a halt if you had thousands of people fighting each other every single year in world generation, so right now I think it classifies things as wounds or killing blows and then assesses what a wound might be - what's a feasible would that could have been caused - it matches up a few things like is the thing fire resistant versus does this guy breath fire and that kind of stuff, and gives some plausible wounds to the ... mostly chopping crap off, but occasionally just saying 'this was wounded' or whatever. I don't think I've even added scars yet, that's one of the things that was on the list that I haven't gotten the chance to get to was adding scars to people that were injured in world generation without severs, just giving them cool looking scars when you meet them. So it's pretty simple and there's nothing like ... there's another thing that was written down, doing military tactics and little strategy things to spice it up before we actually get to those when we start doing the improved sieges and sending out armies, but I didn't get a chance to do any of that so it's still just throwing people at each other. There are terrain bonuses, so if you're in a cave and they send an army at you then I think it improves your combat rolls by two or three times, things like that. It's stuff that you'd see in the more traditional strategy game where people get a hundred and fifty percent defensive bonus from a fortified position, that kind of stuff. Once we add in some tactics and things it'll talk about that and you might be able to have a general with really high military skills not at the individual combat level but more up at the strategic and tactical levels being able to defeat a superior force, and it could say what happened even if it's just waving its hands a little bit about pincers and flanking manoeuvres and attacking at night, doing a ruse to lure this group of people away from their position; all that kind of stuff. You can pay lip service to that in world generation and then you can start actually working it in over in the actual gameplay modes. But right now it's very blah blah blah.
The devlog makes clear that, as with the current world gen battles, the defenders can win:
Before the first winter had passed, a demon named Mete Deepterror and a couple dozen goblins and trolls killed almost everybody, but the king managed to hold out with the help of the baron he placed over the fortress, who single-handledly killed more than half of the attackers.
How are civilians reacting to an invading monster that happens to be their object of fervent adoration? I know this happens seldomly with dwarves, given that their usual spheres might be related to a few titans and creatures from deep below, and they'll often kneel before their appearance while those same twisted gods rip their heads and souls apart.
It's treated like any other attack. They aren't smart enough to have cognitive dissonance yet.
Also, is pilmigrage only considered with marriage and violent displacement in the next release? Or do you plan to enable bare-bones religious or political reasons to show up as well? Now that the personality rewrite is up, I was thinking about scenarios of moving to the town that has the temple of a preferred god or just because a peasant is "sick of it all" and packs up to a place with an agreeable government, and they seem valid and simple (not trying to shoehorn them as suggestions, mind you). Maybe not for this release, but in regard of both questions, it would be awesome to see a lot of ill-advised townspeople flocking to the outskirts of a ruined fortress or town, just because their megabeast of choice is nesting there for the time being.
In addition to marriage, people will travel for succession purposes, i.e. if they are appointed to an office:
01/06/2013 Toady One Entity position succession (and the filling of open positions) is underway. It'll recognize when succession is necessary and try to schedule things effectively, and I set up a claim system so that there can theoretically be more than one person that says that they hold a given civilization's position (three dwarven counts vying for an open monarch position, for example). Competing claims don't have a resolution yet, and I need to work out appointment lists properly. I probably need to further specify some of the positions in the raws as well, since we don't want things like bookkeepers in every hill dwarf site.
01/03/2013 Toady One Children grow up throughout the world now, as you are playing, and new relationships are scheduled properly. There aren't always people available, especially in the smaller sites, so they can look down the trade network at times. Members of a new pair don't move to each other's sites yet, though. I'm going to handle that with entity position succession, which is next, so we should see various travellers on occasion when that is done. I'm looking forward to the world being a bit more of a churning mass of activity, and it'll be nice for fortress mode especially to have proper replacements for all of the people that eventually pass on, so that you can keep up successive games for longer in the same world at the same level of involvement as time goes on.
But that's it -- pilgrimages and other political stuff would be significant changes; we'd have heard about them.
I hope road networks between the new sites are sorted out as of the release. Can you provide us with one of these worldgen maps?
"Sorted out" how? Are you referring to
these bugs?
Will there ever be an option to start at Necromancer towers?
All kinds of starting scenarios are fair game as long as they make some sense in the context of the world.
Do the necromancer towers form some kind of confederacy or organisation themselves, like The Alliance from Warcraft?.
Is there any point at which the necromancers will say "[REDACTED] it, this tower is getting crowded, lets build a new one"?
No, these behaviors are unchanged from the current release.