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Author Topic: DF2012 : what has changed for fortresses ?  (Read 8974 times)

MYSTICBADGER

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DF2012 : what has changed for fortresses ?
« on: February 15, 2012, 08:01:14 am »

I really don't intend to be a troll, let it be said.

But apart from some fun in certain evil biomes, what has this long waiting given ?
I've read the changelog, but can't see any great change in dwarf mode...
Am I wrong ? Is it really worh it to change my version and abandon my df2010 saves ?
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Naryar

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Re: DF2012 : what has changed for fortresses ?
« Reply #1 on: February 15, 2012, 08:03:49 am »

New animals. Necromancer, vampire and werebeast attacks.

Better magic system.

MaskedMiner

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Re: DF2012 : what has changed for fortresses ?
« Reply #2 on: February 15, 2012, 08:17:45 am »

Ability to do designations over multiple z levels. Also better unit list.
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Di

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Re: DF2012 : what has changed for fortresses ?
« Reply #3 on: February 15, 2012, 08:19:16 am »

If something kills your miner down there you'd have to send soldiers to find him to know what. Guess same goes to circus breach.
Migrants are historical, you can get dwarves from your previous fort. Gobbos are historical too.
Seriously look here: bay12games.com
Most stuff written there is true.
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MYSTICBADGER

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Re: DF2012 : what has changed for fortresses ?
« Reply #4 on: February 15, 2012, 08:21:32 am »

Better magic system.

Could you develop please ? Magic ?

But I'm beginning to reconsider...
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Naryar

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Re: DF2012 : what has changed for fortresses ?
« Reply #5 on: February 15, 2012, 08:24:57 am »

Better magic system.

Could you develop please ? Magic ?

But I'm beginning to reconsider...

We have necromancers. Deon has started a magic mod (Witcher Mod) in the modding section.

We will have to mod to have magic other than necromancy, but it's doable.

daneel

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Re: DF2012 : what has changed for fortresses ?
« Reply #6 on: February 15, 2012, 09:25:12 am »

Just got this in my fort:

>Sazir Solozerush, Dwarven Child has been missing for a week.
>Sazir Solozerush, Dwarven Child has been found dead, completely drained of blood!

I think I have a vampire!

And one less useless child.

I'm betting it was my major, who saved us from a minotaur attack with her pick before we had a military.

She seems to have a very long and shady history.
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daneel

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Re: DF2012 : what has changed for fortresses ?
« Reply #7 on: February 15, 2012, 09:48:09 am »

That could be from whacking the minotaur.
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MYSTICBADGER

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Re: DF2012 : what has changed for fortresses ?
« Reply #8 on: February 15, 2012, 01:32:49 pm »

Ability to do designations over multiple z levels. Also better unit list.

It seems those are the only points that make it worth using. Though vampire dwarves seem to make sure there is always something to look in your fort....
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FrisianDude

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Re: DF2012 : what has changed for fortresses ?
« Reply #9 on: February 15, 2012, 01:37:31 pm »


It seems those are the only points that make it worth using.
Really? I think this version is pretty awesome in all respects. Zwounds of new things.
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Talvieno

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Re: DF2012 : what has changed for fortresses ?
« Reply #10 on: February 15, 2012, 03:18:11 pm »

I think everything dead turning into zombies in evil biomes (zombie hair, zombie legbones, etc) makes it well-worth upgrading... just that alone. Almost as much Fun as the circus, if you're not careful.
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Reelya

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Re: DF2012 : what has changed for fortresses ?
« Reply #11 on: February 15, 2012, 03:22:09 pm »

If you want to mod, custom syndromes can now change race or caste or both of any creature. Pretty nifty, and loads of science possibilities for prisoners.

MasterMorality

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Re: DF2012 : what has changed for fortresses ?
« Reply #12 on: February 15, 2012, 03:22:43 pm »

Crazy mists
crazy interactions
Multiple level designations (Oh man, it's so good...)
Historical immigrants
Were-creatures/Vampires - you have to watch from attack inside your own fortress, rather than just protecting against the outside
Overhauled units screen (oh man, it's so good...)
A shit tonne of new animals
Magick

Most importantly:
The foundations for some SERIOUS expansions.
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krenshala

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Re: DF2012 : what has changed for fortresses ?
« Reply #13 on: February 15, 2012, 03:34:30 pm »

everyone has missed an important aspect ... it just seems to run faster as well.  when toady off-handedly mentioned optimizations in one of the posts a few months back, he wasn't kidding.
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Blade Master Model 42

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Re: DF2012 : what has changed for fortresses ?
« Reply #14 on: February 15, 2012, 04:09:26 pm »

I don't know if this is happening to anyone else, but I think a side effect of migrating historical figures means you get a lot more dwarves with at least more military skill coming to your fort. I have a basic policy of putting any migrant with military skill into a 2 dorf squad, and by year 2 Spring of my first fort in the new version, I had 10 squads.

Anybody else seeing a lot of military skills relative to the last version?
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