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Author Topic: Devlogs from 2050  (Read 46765 times)

GreatWyrmGold

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Re: Devlogs from 2050
« Reply #105 on: September 15, 2012, 07:23:54 am »

DF isn't that bad NOW. Throw in computing advancements and optimization, and you've got a net increase even with new features. Also, crashes are the first things Toady fixes.
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Lagslayer

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Re: Devlogs from 2050
« Reply #106 on: September 15, 2012, 01:05:25 pm »

-Fixed a bug where liquids would sometimes not drain off the edge of the map.
-Atom smashing should produce significantly less radiation than before. Nuclear fallout should be limited to the current embark.
-Fixed a problem with data overflow when an object is moving too fast.
-Graphics should be much smoother near instances of physics-breaking phenomena.
-Deities should have far fewer children. No more worlds consisting entirely of gods and demi-gods.

Starver

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Re: Devlogs from 2050
« Reply #107 on: September 15, 2012, 05:39:03 pm »

...such as large statues or breakfast.
IRTA "large statues of breakfast".  And I approve.
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GreatWyrmGold

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Re: Devlogs from 2050
« Reply #108 on: September 15, 2012, 05:51:50 pm »

What, giant granite granola and orthoclace orange juice? Sylvite-side up eggs and bauxite bacon on the side? Maybe some Honey Nut Chertios in marble milk?
...I am now hungry for some reason.
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darkrider2

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Re: Devlogs from 2050
« Reply #109 on: September 15, 2012, 06:08:36 pm »

- Superpowers now work again.
- The pathing code has been updated to support pathing for flying creatures and dwarves.
- Fixed a bug where killing a dwarven childs parents would give the child superpowers.
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GreatWyrmGold

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Re: Devlogs from 2050
« Reply #110 on: September 15, 2012, 06:29:56 pm »

--Elves no longer declare war on other species for forest fires caused by their own mages. On a related note, elves won't learn fire spells as much.

--Fixed bug where humans went into existential despair when they realized they were the "normal" race.
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assasin

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Re: Devlogs from 2050
« Reply #111 on: September 15, 2012, 06:53:10 pm »

supermassive veins will spawn correctly in no embark, limitless worlds. Each one should last for years and should be found at least once every fifty kilometers squared.
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misko27

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Re: Devlogs from 2050
« Reply #112 on: September 15, 2012, 08:56:54 pm »

--Fixed bug where humans went into existential despair when they realized they were the "normal" race.
Humans aren't "normal" their the biggest race, and their pretty damn greedy and expansive. Voracious logging, Large towns, etc.
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GreatWyrmGold

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Re: Devlogs from 2050
« Reply #113 on: September 15, 2012, 08:59:49 pm »

--Fixed bug where humans went into existential despair when they realized they were the "normal" race.
Humans aren't "normal" their the biggest race, and their pretty damn greedy and expansive. Voracious logging, Large towns, etc.
The joke's still there. The assumption is that orcs were added, goblins are expansive, and dwarves are greedy.
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Pokon

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Re: Devlogs from 2050
« Reply #114 on: September 15, 2012, 11:18:31 pm »

Evil boimes with flesh ground that cross into good biomes will only support hair trees and small meat vegitation now, and will not have normal plants growing in it. No, you do not have to have the mental image of a mangrove tree rooted snuggly into a giant plain of flesh any more. Also, blood river clots have been modified a bit so that they will have a smaller chance of occuring. Acid rain still causes the meat-ground to bleed, however.
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reality.auditor

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Re: Devlogs from 2050
« Reply #115 on: September 16, 2012, 05:49:36 am »

DF isn't that bad NOW. Throw in computing advancements and optimization, and you've got a net increase even with new features.
Predicting future is hard and linear extrapolation (like, say, that in 20xx there will be 128 cores for one processor) works only for first few years. But I can predict with reasonable % of success that future computing advances will not be friendly to single-threaded programs. In other words, DF is screwed. At some moment, starting Chapter III will be better than maintaining this mess. Preferably with multithreading and decent UI API from very beginning. I am not optimistic about it, though.

Also, crashes are the first things Toady fixes.
I think Mantis will enlighten you.
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GreatWyrmGold

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Re: Devlogs from 2050
« Reply #116 on: September 16, 2012, 06:27:19 am »

Crashes are AMONG the first things Toady fixes. Any game-breakers that cause the game to crash every seven minutes at best would be removed ASAP, if they even got into the released version. And Toady intends to multi thread eventually.
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miauw62

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Re: Devlogs from 2050
« Reply #117 on: September 16, 2012, 06:47:11 am »

DF isn't that bad NOW. Throw in computing advancements and optimization, and you've got a net increase even with new features. Also, crashes are the first things Toady fixes.

Well, given that we will have a CPU breaktrough soon, as DF cant multithread and cores are at their fastest atm.
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oven_baked

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Re: Devlogs from 2050
« Reply #118 on: September 16, 2012, 07:09:28 am »

-Capitalism now works... Well "works" as in a simulation of real capitalism. Still a few more years till somebody fixes the real capitalism.  :P
-Photons now have proper Wave-Particle Duality rather than the hacky fix used in earlier versions.
-World gen now terminates universes that won't support life earlier to speed up world gen.
-The strong force now correctly acts between 1fm and 3fm.
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We just need to get Toady to embed a Lisp interpreter into DF.  Learning lambda calculus in order to play the game wouldn't make DF's learning curve much steeper.

Mr Space Cat

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Re: Devlogs from 2050
« Reply #119 on: September 16, 2012, 07:58:58 am »

-Fixed dwarven life insurance. Dwarves can no longer perform insurance fraud if they fake their own deaths.
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