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Author Topic: Future of the Fortress  (Read 3808199 times)

lue

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Re: Future of the Fortress
« Reply #7260 on: August 07, 2013, 09:39:35 pm »

Are there an plans to include a specific "wield" key in adventure mode? Not that [p]utting and [r]emoving weapons correctly is that difficult, but it'd sometimes be nice if the act of wielding something felt more explicit ("wield sword in right hand" vs. "remove sword from backpack and thus wield in right hand").

Will it be possible to take control of living fortresses that the player didn't initially create, or is it limited to what the player has started and retired?
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Putnam

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Re: Future of the Fortress
« Reply #7261 on: August 07, 2013, 09:56:18 pm »

The first is kinda suggestiony, the second has been mentioned as being planned.

MrWillsauce

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Re: Future of the Fortress
« Reply #7262 on: August 07, 2013, 11:45:20 pm »

I don't think Toady has said that the player will be able to control active generated mountainhomes; all I know is that he said that the player will be able to reclaim the ruins of fortresses that fell during world gen.
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Putnam

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Re: Future of the Fortress
« Reply #7263 on: August 07, 2013, 11:48:42 pm »

Oh, yeah, didn't really see the "living" there.

King Mir

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Re: Future of the Fortress
« Reply #7264 on: August 08, 2013, 12:54:57 am »

No, I'm pretty sure reclaim applies to worldgen active forts too; it's just like reclaiming a retired fort, and that was mentioned in the dev log in the same sentence last time it was mentioned.

Rockphed

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Re: Future of the Fortress
« Reply #7265 on: August 08, 2013, 02:17:14 pm »

Are there an plans to include a specific "wield" key in adventure mode? Not that [p]utting and [r]emoving weapons correctly is that difficult, but it'd sometimes be nice if the act of wielding something felt more explicit ("wield sword in right hand" vs. "remove sword from backpack and thus wield in right hand").

I think there are plans for being able to put away your weapon and take it back out again if things get tense for this release.  I do not know if there is a specific key for wielding or how it will work.  I do not have the time right now to hunt down the answer.
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Ribs

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Re: Future of the Fortress
« Reply #7266 on: August 08, 2013, 03:38:52 pm »

Are there an plans to include a specific "wield" key in adventure mode? Not that [p]utting and [r]emoving weapons correctly is that difficult, but it'd sometimes be nice if the act of wielding something felt more explicit ("wield sword in right hand" vs. "remove sword from backpack and thus wield in right hand").

I think there are plans for being able to put away your weapon and take it back out again if things get tense for this release.  I do not know if there is a specific key for wielding or how it will work.  I do not have the time right now to hunt down the answer.

There will be a specific key for quickly strapping your weapons. There won't be specific items for it like scabbards or sashes this time around:

I haven't done the items yet.  For now I've just added a fast "strap" option that lets you put your items away and take them out with one keypress.  Later it'll be tied to objects.
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lue

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Re: Future of the Fortress
« Reply #7267 on: August 08, 2013, 10:55:43 pm »

I was actually thinking of something like making [w] be a combined [w]ear/[w]ield (with perhaps a second screen if the item you want to wear/wield, e.g. high boots or axes, can be worn/held by multiple body parts), but this strapping option sounds cool too. I've completely forgotten that weapons have scabbards and such in real life :P .
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EnigmaticHat

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Re: Future of the Fortress
« Reply #7268 on: August 09, 2013, 01:42:43 am »

I'm going to interpret the slow pace of devlogs lately as the quiet before a release because it makes me happy to think that.
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Dazenith

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Re: Future of the Fortress
« Reply #7269 on: August 09, 2013, 02:34:09 am »

Are there going to be flavors for food like spicy, sweet, etc. with preferences for specific flavors?
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eux0r

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Re: Future of the Fortress
« Reply #7270 on: August 09, 2013, 04:43:35 am »

Are there going to be flavors for food like spicy, sweet, etc. with preferences for specific flavors?

probably at some point in the future, but probably not with the next release: an overhaul of the farming and food system is planned, however nothing going in that direction has been mentioned as being worked on with the exception of the addition of some new things like fruit, which dont differ from plump helmets very much, concerning consumption, for the time being. once work on this gets done, realism will, as always, be the main guideline with deviations only when the gameplay profits from them.

please use 'limegreen' and not just 'green'. always read the first post of a thread before replying, that should be common courtesy. (not just you, im not trying to be mean, it just bothers me a lot)
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Dazenith

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Re: Future of the Fortress
« Reply #7271 on: August 09, 2013, 05:07:35 am »

Are there going to be flavors for food like spicy, sweet, etc. with preferences for specific flavors?

probably at some point in the future, but probably not with the next release: an overhaul of the farming and food system is planned, however nothing going in that direction has been mentioned as being worked on with the exception of the addition of some new things like fruit, which dont differ from plump helmets very much, concerning consumption, for the time being. once work on this gets done, realism will, as always, be the main guideline with deviations only when the gameplay profits from them.

please use 'limegreen' and not just 'green'. always read the first post of a thread before replying, that should be common courtesy. (not just you, im not trying to be mean, it just bothers me a lot)
Thanks for the reply. I did actually read the first post a while back. The part that stuck with me was:
making questions green
Sorry, I'll use limegreen in future.
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Shinotsa

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Re: Future of the Fortress
« Reply #7272 on: August 09, 2013, 02:36:49 pm »

While reading an entry on Dwarf Fortress somewhere I came across a section stating that Dwarven civilizations are planned to be relatively similar compared to human civilizations. I'm guessing elves could go either way, what with them being depicted as forest-dwellers in some literature and masterful city-builders in others.

Now that we're getting closer to some mingling between cultures with the taverns and inns, how do you plan on making different civilizations of the same race unique?

I know we already have religions to some extent and the idea of different architecture has been mentioned for the final game, but I'm wondering if there will be any hint of a person's origin from their description (other than the part where it is explicitly stated) or gear.
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Askot Bokbondeler

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Re: Future of the Fortress
« Reply #7273 on: August 09, 2013, 02:47:53 pm »

there's skin and hair colour now, and i think facial features too. these are inherited among historical figure lineages, and picked from a subset of civ specific features for the generated populations

LordBaal

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Re: Future of the Fortress
« Reply #7274 on: August 09, 2013, 02:53:44 pm »

Darn this game never ceases to amaze me. Even with things I already new.
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