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Author Topic: Future of the Fortress  (Read 3807173 times)

Mephansteras

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Re: Future of the Fortress
« Reply #9570 on: March 11, 2014, 04:03:47 pm »


Do we as adventurers have the option to rob people?


Thus far, that's pretty much what adventure mode has been all about. :)

I guess the specific question is: once an NPC yields, can we demand that they drop their belongings?

As a follow-up to that: If they do drop their belongings, and we don't grab all of them, will they pick them back up? Or is there some risk other NPCs will walk by and grab them? Also, how are cloths/armor handled in this case?

Relatedly, do Robbers ever demand that you give up your spiffy *<=Steel Chain Mail=>*?
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Spish

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Re: Future of the Fortress
« Reply #9571 on: March 11, 2014, 04:47:54 pm »

Will unfriendly locals (i.e. goblins) be able to oppress adventurers in a similar fashion?
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Lolfail0009

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Re: Future of the Fortress
« Reply #9572 on: March 12, 2014, 05:13:36 am »

Will adventurers be able to create/claim lairs to store stolen treasure in?

Footkerchief

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Re: Future of the Fortress
« Reply #9573 on: March 12, 2014, 09:09:13 am »

Will adventurers be able to create/claim lairs to store stolen treasure in?

You can claim sites that you "liberate," but it won't have any special regard for items you leave there.  Eventually you'll be able to set up a base of operations:
Basic Adventure Mode Skills

    Wood use
        Ground debris/sticks/underbrush
        Ability to chop down tree using appropriate tool
        Ability to make simple wooden weapons and ammunition
        Ability to use logs to make constructions
        Site recognition for saving adventurer-made sites (will require entity pops first, see below)
        Ability to name site
    Digging and stone constructions
        Ability to dig out soil tiles
        Buried boulders in some soils
        Ability to pull up surface boulders
        Ability to make rough stone constructions
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Scoops Novel

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Re: Future of the Fortress
« Reply #9574 on: March 12, 2014, 12:10:13 pm »

So that's a "No", then? /amusement

It just needed to be disguised a little better, like the rest of us do with our suggestion questions.  ;D But it still wouldn't get much of an answer, such as with the "Salt?" one.

This all over  :P.
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Dutchling

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Re: Future of the Fortress
« Reply #9575 on: March 12, 2014, 12:40:38 pm »

Do you have any plans for "mercy killing" one of your allies after they suffer something like severe nerve damage? Without becoming hostile to their civ or the rest of your allies of course.
« Last Edit: March 12, 2014, 01:40:00 pm by Dutchling »
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Helgoland

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Re: Future of the Fortress
« Reply #9576 on: March 12, 2014, 01:29:09 pm »

What will happen when we kill livestock?
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Footkerchief

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Re: Future of the Fortress
« Reply #9577 on: March 12, 2014, 02:00:03 pm »

Do you have any plans for "mercy killing" one of your allies after they suffer something like severe nerve damage? Without becoming hostile to their civ or the rest of your allies of course.

Euthanasia has come up:
Toady:   [...] when you make an organization there's ... the two ways to think about it are, does my organization ... is the game going to try to guess what you're doing? It's like 'Well, they've killed their seventeenth person so obviously this is an organization bent on randomly killing people', or is it something that ... what will probably end up happening because the computer can never really be smart enough to tell, is that you just say what you're about, and if you completely violate the principles of what you're about then it'll probably start trying to come up with something on its own, it'd be like 'Well, you're supposed to be wandering around and helping the sick, but you keep killing them' and eventually it would decide that you're actually some kind of weird euthanasia organization or something. But that's all kind of wishful thinking; not the content that I just mentioned but just the ability that it would be able to do anything like that, but it's ...
Rainseeker:   'Hey man, I'm just preventing an epidemic, okay?'
Toady:   It's true, it's going to be dangerous when there are plagues, you'll have some difficult decisions to make. [...]

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My Name is Immaterial

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Re: Future of the Fortress
« Reply #9578 on: March 12, 2014, 02:50:32 pm »

What will happen when we kill livestock?
As I understand it, it will be considerably less of a violent uprising. You will almost certainly degrade their opinion of you, but probably not to the point where they instantly attack you.

smjjames

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Re: Future of the Fortress
« Reply #9579 on: March 12, 2014, 02:52:58 pm »

What will happen when we kill livestock?
As I understand it, it will be considerably less of a violent uprising. You will almost certainly degrade their opinion of you, but probably not to the point where they instantly attack you.

It shouldn't make you an enemy of the entire civ, which is what happens currently.
« Last Edit: March 12, 2014, 03:03:26 pm by smjjames »
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thvaz

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Re: Future of the Fortress
« Reply #9580 on: March 12, 2014, 06:29:30 pm »

Do you have any plans for "mercy killing" one of your allies after they suffer something like severe nerve damage? Without becoming hostile to their civ or the rest of your allies of course.

Euthanasia has come up:
Toady:   [...] when you make an organization there's ... the two ways to think about it are, does my organization ... is the game going to try to guess what you're doing? It's like 'Well, they've killed their seventeenth person so obviously this is an organization bent on randomly killing people', or is it something that ... what will probably end up happening because the computer can never really be smart enough to tell, is that you just say what you're about, and if you completely violate the principles of what you're about then it'll probably start trying to come up with something on its own, it'd be like 'Well, you're supposed to be wandering around and helping the sick, but you keep killing them' and eventually it would decide that you're actually some kind of weird euthanasia organization or something. But that's all kind of wishful thinking; not the content that I just mentioned but just the ability that it would be able to do anything like that, but it's ...
Rainseeker:   'Hey man, I'm just preventing an epidemic, okay?'
Toady:   It's true, it's going to be dangerous when there are plagues, you'll have some difficult decisions to make. [...]

I hope they would at least protest this "mercy killing" just because they aren't useful for the player anymore.
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MrWillsauce

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Re: Future of the Fortress
« Reply #9581 on: March 12, 2014, 07:35:25 pm »

Is there going to be a DF meetup in the semi-near future?
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metime00

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Re: Future of the Fortress
« Reply #9582 on: March 12, 2014, 09:06:18 pm »


snip

What speed will Fort mode dwarves default to?
I'm imagining a horde of dwarves zooming through the halls at full tilt.

The dwarves are actually slower in Dwarf mode than adventurers are, so if there's a problem like that I'd imagine they'd just be like petrified to an adventurer's eye. In all likelihood they'll act just like normal people do in towns, and just kind of stand around talking about their family's marriage history.
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CaptainArchmage

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Re: Future of the Fortress
« Reply #9583 on: March 12, 2014, 09:15:52 pm »

The front page is not responding. Maybe a release or devlog is coming out soon?
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Lolfail0009

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Re: Future of the Fortress
« Reply #9584 on: March 12, 2014, 09:22:40 pm »

The front page is not responding. Maybe a release or devlog is coming out soon?

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