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Author Topic: Differences In The New Edition - General  (Read 61267 times)

cochramd

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Differences In The New Edition - General
« on: December 01, 2015, 04:54:12 pm »

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  The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation.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.
.....
   (*) 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)
......
   (*) Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
........
   (*) 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?

Quote
   
        (*) 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?

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        (*) Personalities and values lead to needs which can be met by various actions in both modes
Can I get some more specifics on this?

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   (*) 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
.....
   (*) 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?

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        (*) 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?
   
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   (*) 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.
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contheman

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Re: Differences In The New Edition - General
« Reply #1 on: December 01, 2015, 05:07:50 pm »

From experience, I can say that this update is a juicy and delicious mix of natural and artificial flavors which are bound to satisfy the adventurer and fortress builder alike. There are a few bugs, but overall I almost cried tears of joy.

All praise Armok and his prophet Toady.
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The Adventures of Lord Cikul Knifejoke
The Under Appreciated Anthropologist of Steel
-A Fortress History-
The Founding of an Egypto-Dwarven Outpost
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Button

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Re: Differences In The New Edition - General
« Reply #2 on: December 01, 2015, 05:14:00 pm »

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.

Don't torture yourself, man. It'll be easier if you go do something non-DF.
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Admiral Obvious

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Re: Differences In The New Edition - General
« Reply #3 on: December 01, 2015, 05:28:01 pm »

Pure speculation, but I assume the new personality needs will be related to what the dwarf/other likes.

So I guess a dwarf that likes to work will get upset after being idle for too long?

Knowledge, as from seen in the future of the fortress posts largely does nothing at the moment, with the possible exception of necromancy. It's just development of math and such.

Values however being transfered MAY turn the dwarves into treehuggers. If I remember that correctly, although that would take a lot of time to happen.

One I DO know is that dwarves still drink straight from the barrel, although they will try to get a mug if they can. At least so far.
« Last Edit: December 01, 2015, 05:33:35 pm by Admiral Obvious »
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Telgin

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Re: Differences In The New Edition - General
« Reply #4 on: December 01, 2015, 05:49:14 pm »

Can't really comment on most of it, but Toady has stated somewhere that dwarves will still drink from random barrels if there is no tavern / no goblets to use.
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cochramd

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Re: Differences In The New Edition - General
« Reply #5 on: December 01, 2015, 05:50:13 pm »

Don't torture yourself, man. It'll be easier if you go do something non-DF.
My professors have that covered. Schoolwork is why I swore off DF in the first place. Once exams are done, I will be free to let myself be sucked into DF for hours, nay, days on end again....but until then, the best I can do is gather information about the new edition so I don't waste my time inefficiently come the holidays.

Also, does it look like the LNP will need to be updated for v42?

Pure speculation, but I assume the new personality needs will be related to what the dwarf/other likes.

So I guess a dwarf that likes to work will get upset after being idle for too long?
I figured as much. I'm hoping to learn which traits create which needs, and how those needs are satisfied.
« Last Edit: December 01, 2015, 05:57:26 pm by cochramd »
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FortunaDraken

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Re: Differences In The New Edition - General
« Reply #6 on: December 01, 2015, 06:11:02 pm »

The new thoughts stuff is interesting. Here's my Expedition Leader and miner for your investigation.

Spoiler (click to show/hide)
His current thoughts. So YES they need goblets now! Sadness, my mug industry is ruined.

And here's the new addition at the bottom of the page. He's not too happy at the moment, oops.
Spoiler (click to show/hide)
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cochramd

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Re: Differences In The New Edition - General
« Reply #7 on: December 01, 2015, 06:19:26 pm »

The new thoughts stuff is interesting. Here's my Expedition Leader and miner for your investigation.

Spoiler (click to show/hide)
His current thoughts. So YES they need goblets now! Sadness, my mug industry is ruined.

And here's the new addition at the bottom of the page. He's not too happy at the moment, oops.
Spoiler (click to show/hide)
Troubling. I think the best thing you could do right now is get that second guy working on making stone mugs. Also, build some temples so everyone can pray and give us some feedback on what temples require. I suspect dwarfs will only pray at the temples of the deities they worship.
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FortunaDraken

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Re: Differences In The New Edition - General
« Reply #8 on: December 01, 2015, 06:20:57 pm »

Mugs are already on the way, my mason just needs to finish making me some doors.

Once I figure out how to make a temple, I shall report back! I'm a little slow on things since I'm used to laptop with mouse controls and have to relearn/rebind some hotkeys.
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Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

cochramd

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Re: Differences In The New Edition - General
« Reply #9 on: December 01, 2015, 06:23:51 pm »

I actually meant that the second fellow needs some creative (and possibly extravagant) work assigned to him. What skills does he have?
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Nasu Toad Snatcher

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Re: Differences In The New Edition - General
« Reply #10 on: December 01, 2015, 06:26:13 pm »

I downloaded the linux version but it freezes (or gets stuck somehow) during world creation. I tried making as small a world as possible, but regardless it always gets "stuck" when placing civilizations. Dunno.
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FortunaDraken

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Re: Differences In The New Edition - General
« Reply #11 on: December 01, 2015, 06:27:05 pm »

As he's my leader, he's only got mining assigned to him. I might make him a mechanic and set him to making mechanisms to trade when spring rolls around.

...also did I mention I apparently can't brew plump helms? Because I can't o.o
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Protip: statues cannot be made out of wood unless they're artifacts. If you see what appears to be a wooden statue outside your fort and it's not an artifact, destroy it immediately.

Wheeljack

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Re: Differences In The New Edition - General
« Reply #12 on: December 01, 2015, 06:30:56 pm »

Temples don't seem to require anything to place them. The one temple I've set down, though, had a statue of the god. You place it by placing a meeting area and then hitting 'l' to set the location. After that, you can go into the 'd'etails and get this:

Spoiler (click to show/hide)

Edit: And yeah, ironically the first temple I set down is to a death god. XD The name was automatically assigned, btw.
« Last Edit: December 01, 2015, 06:32:59 pm by Wheeljack »
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cochramd

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Re: Differences In The New Edition - General
« Reply #13 on: December 01, 2015, 06:36:01 pm »

As he's my leader, he's only got mining assigned to him. I might make him a mechanic and set him to making mechanisms to trade when spring rolls around.
I enable engraving on all my miners, because they're both jobs I need a lot of guys for and a great combo for cross-training (the agility gains from smoothing and engraving makes the mining go so much faster!). 

Quote
...also did I mention I apparently can't brew plump helms? Because I can't o.o
Whelp, so much for easy farming and expendable booze.

Temples don't seem to require anything to place them. The one temple I've set down, though, had a statue of the god. You place it by placing a meeting area and then hitting 'l' to set the location. After that, you can go into the 'd'etails and get this:

Spoiler (click to show/hide)

Edit: And yeah, ironically the first temple I set down is to a death god. XD The name was automatically assigned, btw.
Was this meeting hall designated from the statue, or just from the 'i' menu? If temples require statues of their deity in order to be designated, then that's a whole lot of work for the masons....
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TheFlame52

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Re: Differences In The New Edition - General
« Reply #14 on: December 01, 2015, 06:36:49 pm »

PTW and maybe contribute later
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