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Author Topic: DF2012 to .40 - What to expect?  (Read 3849 times)

Urist McVoyager

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Re: DF2012 to .40 - What to expect?
« Reply #15 on: October 27, 2014, 08:20:24 am »

I hope the emotions system creates a way to outlast insanity and have your insane dwarves slowly come back to some semblance of functionality. Not all the way back to their old selves, just something that the Fortress can use again. Like knock out a berserking dwarf and chain them up in a prison with some of their favorite items/animals, and they'll slowly calm down and let the grief out nonviolently.

Right, and now we're not supposed to have sudden tantrums. Everything's supposed to be gradual with everyone reacting to different things according to their personalities.
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Stormfeather

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Re: DF2012 to .40 - What to expect?
« Reply #16 on: October 27, 2014, 09:46:05 am »

Let's see, some other things:

Elven diplomacy works now, at least to the extent that a diplomat will arrive eventually to sneer down his nose at you for cutting down too many trees. Not sure what happens if you push the issue.

Nobility can now be inherited. I've had one fort (haven't been playing too long this version myself) where I suddenly had a Count, when my fortress didn't even have a mayor yet, because he'd presumably inherited from a parent back in the Mountainhome.

In a semi-related (heh, related) note, spouses (and of course grown children) don't necessarily immigrate along with the other dwarfs to your fortress now. Either that, or things are more vicious (which might be the case from reading some other threads), and they're dying before immigration. So anyhow, good luck getting some heirs in your fort for some of those nobles.

There's a new zone as of Saturday's release: gathering, which lets you gather shrubs/plants/fruit from the trees. (And a new item, a stepladder.) This is now (g) in the zone designations, so don't get confused when you go to make a garbage dump (now (d) ).

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Garath

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Re: DF2012 to .40 - What to expect?
« Reply #17 on: October 27, 2014, 11:55:21 am »

biggest change is the awakening of the world. Succession worlds can happen now as new events, like births, keep on going even after world gen. This also means bandits may decide to camp near your fort halfway through the first year, or a necromancer can set up a tower while you're playing and visit after a few years.

sieges were drawn partly from historical figures already and killing generals could lead the attacking civ to lose the ability to use some trained monsters

IIrc, settlements other than human are also present in adventure mode now.

the combat system recieved a complete overhaul

Morale... recruits run away because there are so many scary goblin corpses. Quite realistic ofcourse, but slightly problematic. "Dwarven childcare" almost becomes mandatory.

Traps have been sligtly nerfed as far as I understood. Also, due to climbing, just putting a wall around your fort isn't going to be enough.

Quite a lot of small bugs have been fixed, read the devlog (http://www.bay12games.com/dwarves/) and some havn't. marksdwarfs and bolts are still problematic
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Urist McVoyager

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Re: DF2012 to .40 - What to expect?
« Reply #18 on: October 27, 2014, 12:08:05 pm »

Walls are still viable as a complete defense, you just need to take care while building them, and add in foundations and overhangs. Smooth blocks prevent climbing, and an extended foundation to keep trees at bay will prevent enemies from using branches to bypass the wall. Overhangs are optional, and if you build the rest of the wall right, completely unnecessary.
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Garath

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Re: DF2012 to .40 - What to expect?
« Reply #19 on: October 27, 2014, 12:10:21 pm »

yes so "just" putting "a" wall, as in a 1 tile high and thick wall, won't work. It now requires some thought and work
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Aslandus

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Re: DF2012 to .40 - What to expect?
« Reply #20 on: October 27, 2014, 04:58:31 pm »

Walls are still viable as a complete defense, you just need to take care while building them, and add in foundations and overhangs. Smooth blocks prevent climbing, and an extended foundation to keep trees at bay will prevent enemies from using branches to bypass the wall. Overhangs are optional, and if you build the rest of the wall right, completely unnecessary.
Smooth block walls aren't foolproof, anything but smooth natural stone can still be climbed (presumably by grasping the edges between blocks), so overhangs are the only way to know for sure that you won't get a case of raining goblins... of course, nothing says you can't build a really high wall then put traps on top so anyone that climbs it gets minced or dodges to their death

Urist McVoyager

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Re: DF2012 to .40 - What to expect?
« Reply #21 on: October 27, 2014, 09:13:11 pm »

I didn't know that. In that case, yeah, an overhang or traps on the walls are the way to go.
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Arcvasti

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Re: DF2012 to .40 - What to expect?
« Reply #22 on: October 27, 2014, 09:15:02 pm »

Walls are still viable as a complete defense, you just need to take care while building them, and add in foundations and overhangs. Smooth blocks prevent climbing, and an extended foundation to keep trees at bay will prevent enemies from using branches to bypass the wall. Overhangs are optional, and if you build the rest of the wall right, completely unnecessary.
Smooth block walls aren't foolproof, anything but smooth natural stone can still be climbed (presumably by grasping the edges between blocks), so overhangs are the only way to know for sure that you won't get a case of raining goblins... of course, nothing says you can't build a really high wall then put traps on top so anyone that climbs it gets minced or dodges to their death

From what I remember, cats can climb smooth natural stone, because they're fucking cats.
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Urist McVoyager

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Re: DF2012 to .40 - What to expect?
« Reply #23 on: October 27, 2014, 09:16:52 pm »

Cats are Armok's chosen. If Armok so stated, cats could walk on magma, run up to a Clown, and headbutt him all the way back to the Circus.
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Arcvasti

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Re: DF2012 to .40 - What to expect?
« Reply #24 on: October 27, 2014, 09:20:09 pm »

Cats are Armok's chosen. If Armok so stated, cats could walk on magma, run up to a Clown, and headbutt him all the way back to the Circus.

There's probably a way to mod that in...

* Arcvasti withdraws from society...
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Urist McVoyager

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Re: DF2012 to .40 - What to expect?
« Reply #25 on: October 27, 2014, 10:41:00 pm »

Adamantine cats for the win. :P
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Garath

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Re: DF2012 to .40 - What to expect?
« Reply #26 on: October 28, 2014, 10:51:23 am »

Adamantine cats for the win. :P

that would make cat&elf biscuits really hard to digest
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Aslandus

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Re: DF2012 to .40 - What to expect?
« Reply #27 on: October 28, 2014, 12:44:07 pm »

Adamantine cats for the win. :P

that would make cat&elf biscuits really hard to digest
You mean harder than they already are? Elf meat is kinda gross...

TripJack

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Re: DF2012 to .40 - What to expect?
« Reply #28 on: October 28, 2014, 03:43:52 pm »

crummier FPS
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kevinfragger2427

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Re: DF2012 to .40 - What to expect?
« Reply #29 on: October 28, 2014, 10:59:38 pm »

The lag is real.

The grind is real.

The zombie apocalypse is probable, as one undead may decimate your whole military effortlessly. (thanks to new combat system)
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NW_Kohaku, marry me this instant!!!
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