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Author Topic: Future of the Fortress  (Read 3855720 times)

LordBaal

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Re: Future of the Fortress
« Reply #7050 on: July 09, 2013, 09:19:59 am »

Don't know, maybe a update on how the kitchen works on DF is coming and we have to be prepared with new fancy kitchenware?
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

PigtailLlama

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Re: Future of the Fortress
« Reply #7051 on: July 09, 2013, 10:24:29 am »

You mean dwarfs can now make more than just biscuits, stew, and roast out of anything edible?
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Knight Otu

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Re: Future of the Fortress
« Reply #7052 on: July 09, 2013, 11:03:22 am »

Not until the tavern releases, most likely.

You guys have reported the spam already, right?
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LordBaal

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Re: Future of the Fortress
« Reply #7053 on: July 09, 2013, 01:47:21 pm »

I haven't seen such heresy around here much. I'm always vigilant to report spam however.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

CaptainArchmage

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Re: Future of the Fortress
« Reply #7054 on: July 09, 2013, 02:05:07 pm »

Now that combat has had a few changes and pulping is in, are weapons that deal mostly or entirely blunt damage, such as hammers, maces, ranged weapons, and ammunition in flight going to be more effective?
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Matoro

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Re: Future of the Fortress
« Reply #7055 on: July 09, 2013, 03:28:46 pm »

Now that combat has had a few changes and pulping is in, are weapons that deal mostly or entirely blunt damage, such as hammers, maces, ranged weapons, and ammunition in flight going to be more effective?

For what I have understood, the only changes concerning combat are an active defense/passive defense -thing, a new way to handle speed and multiple attacks and a vision arcs and moving during combat. DFTalk #21 stuff, you know. Like you're going to get negative modifiers when you are fighting against a large mobs because of passive defense isn't as effective as parrying, but I think that effects of the weapons haven't changed. Blunt weapons are still bone-breakers and pain-makers and crossbows are still machine guns.
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Adrian

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Re: Future of the Fortress
« Reply #7056 on: July 09, 2013, 03:35:22 pm »

How do you decide the order of the arcs to work on?
Do you have everything planned out, or do you just start on whatever suits your fancy at that moment?

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Jeremy66

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Re: Future of the Fortress
« Reply #7058 on: July 10, 2013, 09:10:47 am »

Really excited for this next release! Seeing as unarmed combat will be a large part of nonlethal combat, and perhaps even lethal combat, when might we see gauntlets and boots affecting unarmed strikes with their respective limbs?
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Knight Otu

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Re: Future of the Fortress
« Reply #7059 on: July 10, 2013, 10:14:25 am »

Really excited for this next release! Seeing as unarmed combat will be a large part of nonlethal combat, and perhaps even lethal combat, when might we see gauntlets and boots affecting unarmed strikes with their respective limbs?
Presumably that'll happen when Toady gets to the combat "arc" proper, which could be a while. It could happen sooner if there's a compelling reason for it or if it somehow becomes a low-hanging fruit. Either way, there's no timeline for it.
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LordBaal

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Re: Future of the Fortress
« Reply #7060 on: July 10, 2013, 12:40:37 pm »

What do you have in mind to work for the next release? I mean, after the obvious bug fixing and relatively "small" introduction of new features cycle. Or what do you think it will be the next logical step after this release with the world becoming dynamic and all?
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Mr S

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Re: Future of the Fortress
« Reply #7061 on: July 10, 2013, 01:10:46 pm »

http://www.bay12games.com/dwarves/dev_single.html

1. Print this page.

2. Pin to wall.

3. Throw darts.

Any item within one foot of where the dart lands is possible, but not guaranteed, for the next release cycle.
« Last Edit: July 10, 2013, 01:12:49 pm by Mr S »
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Witty

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Re: Future of the Fortress
« Reply #7062 on: July 10, 2013, 01:16:38 pm »

What do you have in mind to work for the next release? I mean, after the obvious bug fixing and relatively "small" introduction of new features cycle. Or what do you think it will be the next logical step after this release with the world becoming dynamic and all?

Apparently in-fort taverns are on the near horizon.
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I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

LordBaal

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Re: Future of the Fortress
« Reply #7063 on: July 10, 2013, 01:53:52 pm »

Yeah, those seem to be on the near horizon, as in a successive "short" development period. I'm wondering about the "next big" thing, that of course if Toady has thought off something yet, or have a preference for something, or if he's waiting to see where the post release bug fixing and development leads him.
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I'm curious as to how a tank would evolve. Would it climb out of the primordial ooze wiggling it's track-nubs, feeding on smaller jeeps before crawling onto the shore having evolved proper treds?
My ship exploded midflight, but all the shrapnel totally landed on Alpha Centauri before anyone else did.  Bow before me world leaders!

Knight Otu

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Re: Future of the Fortress
« Reply #7064 on: July 10, 2013, 02:09:45 pm »

Witty's answer is pretty much as good as it gets. We won't know until the end of the end of the bugfix cycle, when Toady'll decide on it.

Quote from: Witty
While this may be a bit presumptuous, what are your plans for after the usual post bug fixing ? What should we expect will be next on the dev list?

I really don't know.  Knight Otu mentioned the thief role and taverns and inns (both modes) as things we've floated in the past to do after we do the bug fixing, and those are still on the table.  Handling some management/job prioritization stuff in fort mode is there to be done.  Handling start scenarioey stuff and hill/deep dwarves as they relate to the fort opens a lot of doors.  Hard to say though.
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