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Author Topic: Devlogs from 2050  (Read 46763 times)

sudgy

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Re: Devlogs from 2050
« Reply #180 on: October 22, 2012, 11:35:33 pm »

If all the items you have all occupy the same space, they would either form a singularity and almost instantly disappear due to hawking radiation, or they would just start moving things toward it, while not making a singularity, but it would make it the center of the Earth or something similar...
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MasterMorality

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Re: Devlogs from 2050
« Reply #181 on: October 23, 2012, 10:08:47 am »

"On the way to revisiting an abandoned fortress, my adventurer contracted HIV by the drinking the blood spattered on his left lower arm."
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Graknorke

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Re: Devlogs from 2050
« Reply #182 on: October 23, 2012, 10:34:19 am »

"Finally got around to making jumping and climbing work."
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Robosaur

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Re: Devlogs from 2050
« Reply #183 on: October 23, 2012, 02:51:20 pm »

"Potions of strength have been nerfed and will no longer be enough to keep single town civilizations from being conquered"
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Eric Blank

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Re: Devlogs from 2050
« Reply #184 on: October 23, 2012, 04:46:48 pm »

- Cults can now form around the worship of your adventurer, while in-play. Members of the cult will follow the adventurer's orders. Unfortunately, they follow them to the letter and treat them as general guidelines for all future scenarios. Hehehe.

- If the adventurer starts their own civilization/local government/major group but doesn't forcibly make any cult following them the main religion of that group, the cultists may kill members, then declare themselves the "true" members of the group. This obviously leads to a loyalty cascade, usually, and when multiple cults are involved it can become a big mess. I'll probably have that sorted out before the next release.
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helmacon

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Re: Devlogs from 2050
« Reply #185 on: October 23, 2012, 05:44:37 pm »

- blood drinking creatures no longer contract STD's and can once again survive world gen.
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Karnewarrior

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Re: Devlogs from 2050
« Reply #186 on: October 23, 2012, 05:58:18 pm »

Fixed a bug with paralysis today causing dwarves who had recently undergone surgery in limbs or areas around major nerve bundles to suddenly get up and walk away, only to collapse after about a month as the game rechecks their health.

I've also added in the first post-release feature since the political revolution revamp. Worlds older than 1400 years of worldgen now undergo a enlightenment period, but I blocked them from getting gunpowder since that sort of ruins the feel. This results in some odd conversations with townspeople who switch from particle physics to their skill in swordsmanship.

I think I ought to fix that, though I know you guys'll beg me not to. hehehe.
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Zanzetkuken The Great

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Re: Devlogs from 2050
« Reply #187 on: October 23, 2012, 07:49:08 pm »

-Fixed a bug where magma will melt all the rock and soil of a planet.
-Fixed a bug where magma become sentient and devours the planet it is on, and going on to devour other planets.
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Karnewarrior

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Re: Devlogs from 2050
« Reply #188 on: October 23, 2012, 09:24:11 pm »

Fixed a bug where floating debrii in the air, most often eyelashes, somehow made it through the nose and throat and into the lungs, resulting in a dwarf suffocating on a giant hairball.
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Thou art I, I art Thou.
The trust you have bestowed upon thy comrade is now reciprocated in turn.
Thou shall be blessed when calling upon personae of the Hangman Arcana.
May this tie bind thee to a brighter future!​
Ikusaba Quest! - Fistfighting space robots for the benefit of your familial bonds to Satan is passe, so you call Sherlock Holmes and ask her to pop by.

Robosaur

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Re: Devlogs from 2050
« Reply #189 on: October 23, 2012, 10:57:54 pm »

- Retroactively added bugs to the code for me to later fix earlier.
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hops

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Re: Devlogs from 2050
« Reply #190 on: October 24, 2012, 03:09:03 am »

There was a code-goof while I was playtesting. Everything was made out of adamantine, yeah even the ground.
I'm not telling how it happened...
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DG

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Re: Devlogs from 2050
« Reply #191 on: October 24, 2012, 06:07:25 am »

- Retroactively added bugs to the code for me to later fix earlier.

Ow...My head...
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Graknorke

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Re: Devlogs from 2050
« Reply #192 on: October 24, 2012, 07:11:29 pm »

-Retroactively added bugs a month ago that will occur with a code clash two bugfixes from now, so I have something to do then.
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Starver

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Re: Devlogs from 2050
« Reply #193 on: October 24, 2012, 08:06:11 pm »

-Woohoo!  Those intentional bugs from the 2010s are finally paying off!
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Errant Gamer

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Re: Devlogs from 2050
« Reply #194 on: October 25, 2012, 12:58:17 pm »

- Upgraded ASCII to New Panglish (version 1.0.) Carp are now represented by é. More revisions to follow.
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