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Author Topic: Future of the Fortress  (Read 1883258 times)

Robsoie

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Re: Future of the Fortress
« Reply #2295 on: August 05, 2015, 05:19:17 am »

It's sad that secret vampires aren't secret anymore, it was fun in past version to not notice one got into a migrant wave.

About curses

In current version, there are 2 curses, one in worldgen that can make a npc into a vampire when he offend a deity and one at gameplay time when you attract the sight of a mummy in a tomb .
None of those curses can be currently dispelled/removed in any ways out of death, so assuming there may be some more curses type in the future, will there be additionally some way to dispell/remove them ?
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Rose

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Re: Future of the Fortress
« Reply #2296 on: August 05, 2015, 05:37:45 am »

Will enough temple desecrations result in your fortress showing symptoms of an evil biome? Dead rising, raining blood, etc?
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Robsoie

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Re: Future of the Fortress
« Reply #2297 on: August 05, 2015, 06:20:56 am »

Will there be guards or anything to protect temples from desecration and give a challenge to adventurer looking for vampirification ? (especially as vampire curse is more like a big bonus instead of an actual curse in adventure mode)
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LordBaal

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Re: Future of the Fortress
« Reply #2298 on: August 05, 2015, 07:14:51 am »

Will there be guards or anything to protect temples from desecration and give a challenge to adventurer looking for vampirification ? (especially as vampire curse is more like a big bonus instead of an actual curse in adventure mode)
For the time being. I think (or hope at least) eventually there will be more challenges after becoming a vampire.

I wonder this too, it seems now overly easy to end up with a cursed fortress in no time. Also will the kind of courses be specific to the gods? I mean, the god of death would make vampires and zombies, the one of hunting werebeast, the one of health/sickness perhaps FB syndromes or something else (if is planned to have different that kind of things as courses), and so on?
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Dirst

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Re: Future of the Fortress
« Reply #2299 on: August 05, 2015, 08:21:12 am »

Will there be guards or anything to protect temples from desecration and give a challenge to adventurer looking for vampirification ? (especially as vampire curse is more like a big bonus instead of an actual curse in adventure mode)
I think damage from sunlight would be an easy way to make bloodsucking less popular.  And by damage, I don't mean sparkling  >:(

Overall, it's nice to see all of the disparate game concepts getting knit together very nicely.
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Broken

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Re: Future of the Fortress
« Reply #2300 on: August 05, 2015, 09:00:15 am »

I expect some sort of divine plague retribution is a goal which is another step closer with the temple desecration in play.

Once temple desecration is implemented, you can already do this with a little modding. Just make a sindrome that can
be inflicted through divine ire with some way of infecting other dwarfs and you are ready to go. So you can make an illness that rots eyes and makes you puke, and make the vomit transmit it.
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Button

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Re: Future of the Fortress
« Reply #2301 on: August 05, 2015, 09:00:36 am »

I haven't seen goblins use mounts or war animals in 0.40, are they going to come back in the next version?

This was addressed in Toady's last FotF update.

I'm not sure about the beakdogs -- it checks the site pops for them when it prepares the invading army to leave their site, but perhaps they fail to keep them in world gen properly.  I'll check.
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AceSV

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Re: Future of the Fortress
« Reply #2302 on: August 05, 2015, 09:16:13 am »

I haven't seen goblins use mounts or war animals in 0.40, are they going to come back in the next version?

This was addressed in Toady's last FotF update.

I'm not sure about the beakdogs -- it checks the site pops for them when it prepares the invading army to leave their site, but perhaps they fail to keep them in world gen properly.  I'll check.

Ah okay, thanks.  I guess I accidentally skimmed over that part.  I'm still concerned about mod armies crashing, since that's a big part of the fun for me. 
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Pootis

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Re: Future of the Fortress
« Reply #2303 on: August 05, 2015, 12:09:39 pm »

Will artists or otherwise copy other's performances without the original performer explicitly teaching them? Can performances or stories be circulated independent from the original performer?
What do you mean? Like watching the performance then just doing it, without any teaching?

Cause there been stories in the Dev Log of troupes carrying on traditions and performance after the originator of the troupe, and their songs/dance left the group. So you can be taught different styles and dances/songs other then its originators.

Like an artist seeing a performance and copying it (with or without the originator's permission), or just anyone hearing a cool story and repeating it later.
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monk12

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Re: Future of the Fortress
« Reply #2304 on: August 05, 2015, 01:04:44 pm »

It's sad that secret vampires aren't secret anymore, it was fun in past version to not notice one got into a migrant wave.

I interpreted the dev log to mean that migrant vampires still have their secret identities and cover stories and whatnot, it's just that dwarves being cursed in your fortress (presumably in public view) don't generate one to hide their newfound vampireness and immediately go on a monster spree. To be fair, killing the witnesses is the first step in forging a secret identity, so perhaps it's the kind of thing that will come up when more general crimes and murders can be plotted by dwarves.

falcc

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Re: Future of the Fortress
« Reply #2305 on: August 05, 2015, 03:01:11 pm »

Will artists or otherwise copy other's performances without the original performer explicitly teaching them? Can performances or stories be circulated independent from the original performer?
What do you mean? Like watching the performance then just doing it, without any teaching?

Cause there been stories in the Dev Log of troupes carrying on traditions and performance after the originator of the troupe, and their songs/dance left the group. So you can be taught different styles and dances/songs other then its originators.

Like an artist seeing a performance and copying it (with or without the originator's permission), or just anyone hearing a cool story and repeating it later.

Since performances are attached to pre-generated forms, anyone that sees a performance will be able to use that form and that topic for their own performance and it'll essentially be the exact same thing as the performance they saw, give or take some skill.
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Zavvnao

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Re: Future of the Fortress
« Reply #2306 on: August 05, 2015, 07:33:49 pm »

The game is becoming more dynamic; Moving populations, towns changing hands and being reclaimed after destruction, and soon to be reformers and artist. This is making me want to make an archaeologist or anthropologist adventurer.

Would temple desecration in destroyed towns still cause curses? And how will animal men/women populations interact with destroyed sites in future or current interactions?


I hope my questions about abandoned towns are not too repetitive. And thank you for the game.
« Last Edit: August 05, 2015, 07:49:06 pm by Zavvnao »
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WingSoap

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Re: Future of the Fortress
« Reply #2307 on: August 06, 2015, 03:59:31 am »

Will there be ethnic cleansings in multi-race civs?
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Knight Otu

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Re: Future of the Fortress
« Reply #2308 on: August 06, 2015, 10:21:50 am »

Will there be ethnic cleansings in multi-race civs?
There aren't any intra-civ genocides in the current multi-race civs, and changing that isn't within the scope of the release. The changes were mostly for the multi-race fortresses that now become viable, and I'm sure you can adjust existing traps to kill whoever you don't want.
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vjmdhzgr

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Re: Future of the Fortress
« Reply #2309 on: August 06, 2015, 12:19:40 pm »

It's sad that secret vampires aren't secret anymore, it was fun in past version to not notice one got into a migrant wave.

About curses

In current version, there are 2 curses, one in worldgen that can make a npc into a vampire when he offend a deity and one at gameplay time when you attract the sight of a mummy in a tomb .
None of those curses can be currently dispelled/removed in any ways out of death, so assuming there may be some more curses type in the future, will there be additionally some way to dispell/remove them ?

I'm pretty sure that Toady just meant that vampires that get cursed at your fortress are revealed immediately, world generation ones will still be secret. Also I think werebeasts are curses along with vampires, making it 3 curses. The main question you asked is still good though.
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