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Author Topic: v40 Features  (Read 619 times)

Thomasasia

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v40 Features
« on: October 31, 2014, 02:13:17 pm »

Ive been playing DF2012 until 2014 was stable, but now that im doing 2014, i need to know what the new features are. Could some one give me an outline of them. Also include things like the dwarven skull being thicker now.
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Splint

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Re: v40 Features
« Reply #1 on: October 31, 2014, 02:35:34 pm »

My own observations, as well as some things I've seen from others, alongside the dev logs.

  • Undead are even tougher than before to kill since I'm not sure if thier hitpoint system was done away with. From what I've read it's made evil embarks a nightmare now, moreso than before.
  • Maces are now respectable and serviceable weapons thansk in no small part to pulping
  • Pulping
  • And on that note, wrestlers seem to be deployable again, as the skill levels at a decent rate now. Strong wrestlers can one-hit-kill some enemies by caving in thier upper or lower body.
  • Sub-par weapons can now kill large creatures without a lucky shot (it just takes a while.)
  • Dwarves can now harvest fruits and make use of step-ladders to access fruit above them; haven't tried this yet myself but I bet it'll make certain types of embarks interesting.
  • Climbing obviously, though it seems to not be called on if constructs are three z's or more, or if it'd be able to avoid occupying an already occupied square (as a mass of accidental suicides in one fort showed, since everyone all of a sudden decided the ramps they'd been using for years were too crowded and tried to climb around eachother, resulting in dabbling climbers falling to thier deaths.)
  • Animals seem to deplete thier grass in pastures slower, and go about it more intelligently
  • New emotion, personality, and morale systems obviously.
  • Enemy forces now have varied soldiers (A siege squad may include a mish mash of macemen, bowmen, swordsmen, wrestlers, and trolls for example.)
  • Skill and/or numbers seem to matter much more for ranged troops to hit anything vs skilled soldiers.
  • Dwarves may decided that they are either individually tougher than an animal or hostile creature and try to kill it, decide they have the numbers and lash out, flee, or ignore a threat, rather than flat out "All not-fort members = run away." Someone busy building something may completely disregard a kobold, a swarm of children may try to kill intruding mandrills, idiot engineers may pick fights one on one with polar bears, or they'll flee from an approaching horde of goblins (flight still seems to be pretty.... Dumb though. And siege engines are totally worthless at short range still because the operators will still flee.)

Thomasasia

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Re: v40 Features
« Reply #2 on: October 31, 2014, 04:11:12 pm »

That's perfect. Thanks!
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Nerdfighter_619

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Re: v40 Features
« Reply #3 on: November 01, 2014, 01:13:12 pm »

Also:
* History runs before, during, and after games rather than just during worldgen
* Forts can be retired and unretired, rather than just abandoned and reclaimed
* Forts constructed in history or worldgen and abandoned can be reclaimed
* Trees are multi-tile and often yield more than one log
* There are more aboveground plants, many of which do not work right due to being unfinished
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Stormfeather

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Re: v40 Features
« Reply #4 on: November 02, 2014, 12:47:48 pm »

Also, a few more small things:

-World gen continues for a couple weeks (ten days? Something?) between games set in the same world, so there's a bit more development, say, after you retire/abandon a fort, before your next group comes in.

-The world is also more active now while your fort is running. This is partly reflected in the fact that your dwarf diplomats will now spend time telling you about happenings nearby, out in the world. (ie, gossiping.)

-Nobles can now inherit from their parents, which means you can suddenly have, say, a Count or something be appointed in your fortress if they immigrated, and their noble parents kicked off somewhere back in the homeland. This can happen at any time, there's no set population/other requirement. It can happen before you even get a mayor, for example.

-The world seems deadlier now in general, probably due to the fact that things Keep Happening outside your fortress walls now.

-Trade caravans have been moved up to the spring, as have sieges.

-Elves now send diplomats.
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