Hey guys, I am back from Ireland, and ready to do stuff. And things. First of all a quick question, because I just installed photoshop and had an idea for water: Does this look alright to you?
The lighter the water the shallower, the darker the water the deeper it is. Same applies to magma. Brooks look just like before, a happy cyan.
I can only do this by replacing the 1-7, so you checking if water it 3 (passable) or 4 (unpassable) gets a bit more tricky, but I think it looks nicer. It would be one of the things that TwbT allows me to do.
Now back to topic, here my thoughts for the next months.
- Massive additions to the GUI - individual options for each playable race, plenty of preset profiles, more options to bring the mod closer to vanilla, more options to remove mod content.
- Bugfixes for all races, but no new features for a while.
- A rebuild of dwarf mode from scratch. Wait what, why?
- DF 40.x conversion
A few quick words about everything: GUI I planned for a while, but what tipped the balance was
a thread I opened in the general DF section. I let it run its course for 2 weeks and found out that there are two things the deter new players: The large difference between MDF and vanilla DF, and the seemingly aimless additions of features to Dwarf Mode. So I want to improve the GUI to bring the mod closer to vanilla, and include profiles that set the mod to "as close to vanilla as it gets", to "add 20% mod content", "add 40% mod content" and so on. A few presets, because I came to realize that the GUI itself can be overwhelming. If you use it the first time, it will take you an hour to read the tooltips alone. ^^
Bugfixes I always do, but usually I add more features, which also introduce new bugs. That slowed down a bit since I focussed on new races, because human and hermit content certainly doesnt introduce bugs into Dwarf Mode (or other races), but I think it would be good to follow Toadys lead and do a couple of clean up releases. I still havent found the source of these occasional crashes you get right at embark. (suspect dfhack, but dont know which script, so my hope is that it fixes itself when I upgrade to the next dfhack version)
Rebuild Dwarf Mode. That probably comes as a surprise to you. It came as a surprise to me as well, so thats fine.
Again, the thread I opened to let new players and non-players speak showed me that one thing happens quite often: A new player downloads the mod, starts it with default settings, starts a Dwarf Mode fort, and gets super overwhelmed by ~100 new workshops. Now in my infinite wisdom I designed Humans to be an easy starter race, with introductions of all other races, but forgot that new players wouldnt play humans, they would play dwarves, after all its Dwarf Fortress. And then stop playing the mod, because Dwarf Mode is a giant clusterfuck. You have to remember that Masterwork is my first mod, and that I always tested new and crazy features in Dwarf Mode, because other races didnt exist back then. In the later stages, I have these super clear goals, todo lists, tight concepts of game mechanics for races (just look at how streamlined Warlocks and Humans are to their concepts), but I forgot to do this for the most important race of all: Dwarves. The problem was that I always made polls here in the MDF board, and the more active players voted. The more active players already know the mod features, so they request more mod features, which leads to a even greater clusterfuck in dwarf mode, which leads to even more new players that are scarred for live.
My solution to this is to change dwarves. I havent fully decided yet if I make 2 civs, a "vanilla dwarf civ" with only a few additions, and a "masterwork dwarf civ", or if I make "deep/hill/mountain/whatever dwarves", and split their features into quarters, or if I make a new concept for Dwarf Mode (like I did with Warlocks and Humans) and rebuild it from there... probably super mining/machine/forging/smelting focussed. The end result will be the same: A smaller dwarf mode. (Dont worry hardcore MDF fans, I can potentially leave everything that currently exists as an option, which is disabled by default.) My goal is to at least cut the workshop count down to 50%, possibly by using the upgrade building script for them as well, in a smaller extend.
And of course the 40.x conversion. I am honestly a bit scared of it. The raws are fine, its a ton of work, but easy, repetetive work, no problem here. And most utilities seem to be updated by now, and I even have the string dump for my patched exe ready. But dfhack is causing me trouble, as do at least half of the tilesets, which are not updated for 40.x. I will probably need help with dfhack, especially considering that "force event" might not work anymore at all. Thats the script that calls migrants, caravans and sieges, losing this functionality will kill many mod features.
I know I made a poll about the next projects, which included... none of the above. Leading topics are
More cleanup.- 165
More balancing.- 157
More new features in general.- 160
More dwarf content.- 122
Insects as playable race. (biomass and time related upgrades)- 104
You will get the cleanup, new features and "more dwarf content" with the Dwarf Mode remake. It certainly will have new features, but probably loses many old ones, to make dwarf mode an easier entry for new players. Balancing is included in all the bugfixes, its something I always do.
I havent made a plan yet, but I want to invite everyone to post suggestions. I will make a new thread for it shortly.
And I saw that water-based naga race idea, and somehow I feel a strange mood starting up again... I love that idea. Its challenging from the perspective of a modder (because no one has done something like this before, and the AI is so stupid around pathing and water) and its brand new for players to figure out nice ways to set up a water-based fort. Wasnt on the poll because the idea didnt exist then, but Eko did some solid creative thinking.
That being said, I also have lots of non-df stuff to do. I have roughly 3 months to plan, finance and equip my next tour, which will probably lead me from Germany through Siberia to China/Japan. In winter. I have to make some new blog stuff, updates for the website, pictures, sponsoring emails, and all that planning stuff with climate, gear, route, visas, etc. Test gear too, luckily we have a sorta public ice-chamber with thermocam and wind-generator in Cologne.
So dont be surprised if I disappear once in a while for a while, I'll train being an icycle
PS: I'd love to throw out all the updates instantly, including waterbased Naga and a Warlock update I have been talking about all the time, and new dwarf mode and biomass insect swarm, but I only have 24h a day. ^^