I figure it's only a matter of time before this forum is flooded with questions about the new edition, so perhaps it would be wise to try to condense them all into one thread. Also, I have some questions myself but have sworn off DF until the holidays, so asking people who've actually played is the only way to find out for the next few weeks. My specific questions are:
Here is the new version we've been working on all year! The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation. You can designate a tavern, temple or library from a meeting area zone, bedroom or dining room using the new Assign Location option. The location list ('l') will let you know what sort of furniture and items you need, and you can set tavern keepers, scribes and other occupations there as well. You'll need to set up a drink stockpile and a chest for goblets in taverns for drink service to work properly, but dwarves can still drink without a tavern as before. You can assign multiple rooms/zones to a single location. There's a lot more -- see the feature list below.
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(*) Ability to designate taverns, temples and libraries in the fortress
(*) Taverns and libraries also exist in adventure mode and world generation
(*) Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
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(*) Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
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(*) Alcohol causes inebriation, erratic behavior, unconsciousness, death
Will dwarfs still drink straight from the barrel if no mugs are available, and will doing so cause an unhappy thought like eating without a table? Will using a very valuable mug inspire happy thoughts? Will I gain any material goods from serving visitors in my tavern, or will I just be giving stuff away for free? (not exactly a problem given how easy farming is) If I make my one and only communal dining room sufficiently large, will there be any downside to turning the whole thing into a tavern? Will the new effects of alcohol prove detrimental to our forts of alcoholics?
(*) Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
(*) Art forms are randomly generated for each civilization
(*) Instruments are now all generated, instruments can be used in both modes
(*) Most instruments are constructed from multiple pieces using different materials
So, am I going to get a new source of happiness/stress relief out of this, or just a new kind of hauler?
(*) Personalities and values lead to needs which can be met by various actions in both modes
Can I get some more specifics on this?
(*) New knowledge system divided into nine branches (though it has very few practical effects so far)
(*) Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
(*) Fortress scribes can copy works in your library
(*) Scholars can visit your fortress libraries, bringing knowledge from around the world
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(*) Dwarves read books in the library (they don't need to be scholars)
(*) Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
What does knowledge do, and how do I advance it? What does "values can be passed" mean? Will my dwarfs turn into treehuggers if they read too much elven poetry?
(*) Children play with toys now, and they can also play make believe, in both modes
Will children get unhappy thoughts if they have no toys to play with? Will they gain thoughts from using high value toys? Will playing train any skills or attributes?
(*) Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
What is the benefit of temples?
That's all I got. So, ask questions, answer questions and share anything interesting you've noticed.