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Author Topic: How much has version .42 changed the game?  (Read 7437 times)

gchristopher

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Re: How much has version .42 changed the game?
« Reply #15 on: December 11, 2015, 02:44:59 pm »

I think it fixed army pathing to make sieges more likely to occur.
That's the hope. The jury on that will be out for a while until more testing can happen. But we can hope!
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therahedwig

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Re: How much has version .42 changed the game?
« Reply #16 on: December 11, 2015, 02:57:03 pm »

I think it fixed army pathing to make sieges more likely to occur.
That's the hope. The jury on that will be out for a while until more testing can happen. But we can hope!

I dunno, it seems pretty succesful to me. Lost my first fort to a necromancer siege of 20~ zombies in the spring of first year. Caught me completely by surprise, and considering it were zombies I just gave up and set my cursor to 'follow' one of my dwarves as the necromancer siege happened.

Really fascinating to watch the AI, did you know they can run now?
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guessingo

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Re: How much has version .42 changed the game?
« Reply #17 on: December 11, 2015, 03:32:37 pm »

If I am not wrong this main idea behind this version is to add stuff needed for an future patch that is going to be created.
On this new patch, instead of magically picking dwarfs to start a dwarf mode, you will actually have dwarfs that decided to leave some some reason and you will be able to play with them (or wait to more dwarfs to do this and then play with the new ones.).

Close. Not quite a patch but another version. And that's looking two steps ahead. You're referring to start scenarios; those will be in the version after the next, which will feature non-player artifacts. Here's the dev page.

How do you know what version something will be released in? I can't tell when something will come out from that post.
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Ysyua

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Re: How much has version .42 changed the game?
« Reply #18 on: December 11, 2015, 03:37:27 pm »

If I am not wrong this main idea behind this version is to add stuff needed for an future patch that is going to be created.
On this new patch, instead of magically picking dwarfs to start a dwarf mode, you will actually have dwarfs that decided to leave some some reason and you will be able to play with them (or wait to more dwarfs to do this and then play with the new ones.).

Close. Not quite a patch but another version. And that's looking two steps ahead. You're referring to start scenarios; those will be in the version after the next, which will feature non-player artifacts. Here's the dev page.

How do you know what version something will be released in? I can't tell when something will come out from that post.

Releases seem to be done by section. .42 was all the tavern stuff. The next listed section is non-player artifacts, probably in a release he'll call 43.x. Then, after that, he's doing start scenarios. Everything after that point is unordered.
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therahedwig

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Re: How much has version .42 changed the game?
« Reply #19 on: December 11, 2015, 03:39:35 pm »

If I am not wrong this main idea behind this version is to add stuff needed for an future patch that is going to be created.
On this new patch, instead of magically picking dwarfs to start a dwarf mode, you will actually have dwarfs that decided to leave some some reason and you will be able to play with them (or wait to more dwarfs to do this and then play with the new ones.).

Close. Not quite a patch but another version. And that's looking two steps ahead. You're referring to start scenarios; those will be in the version after the next, which will feature non-player artifacts. Here's the dev page.

How do you know what version something will be released in? I can't tell when something will come out from that post.

There is absolutely no telling when something will be released. We were expecting recipes and gambling this release, but instead Toady gave us libraries.

Not completely irrationally. Libraries were easier to implement than gambling, because gambling requires coins, coins require economy, and economy requires a detailed world activity code(read: a year of development)
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Jay

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Re: How much has version .42 changed the game?
« Reply #20 on: December 11, 2015, 03:39:51 pm »

If I am not wrong this main idea behind this version is to add stuff needed for an future patch that is going to be created.
On this new patch, instead of magically picking dwarfs to start a dwarf mode, you will actually have dwarfs that decided to leave some some reason and you will be able to play with them (or wait to more dwarfs to do this and then play with the new ones.).

Close. Not quite a patch but another version. And that's looking two steps ahead. You're referring to start scenarios; those will be in the version after the next, which will feature non-player artifacts. Here's the dev page.

How do you know what version something will be released in? I can't tell when something will come out from that post.

The ordered lists under Upcoming Development are in..  um, order.
It's hard to say that they'll be so specifically tied to a version, though. He might do start scenarios and non-player artifacts in the same release cycle.
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Putnam

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Re: How much has version .42 changed the game?
« Reply #21 on: December 11, 2015, 07:20:02 pm »

They're not in order. Next release is non-player artifacts and after that is tavern games, maybe.

Untrustedlife

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Re: How much has version .42 changed the game?
« Reply #22 on: December 13, 2015, 06:46:57 pm »

Yeah, they say just NPC artifacts on the dev page (they said alot less before they started working on the taverns as-well), but toady also said hes adding more "wizardly things" artifact retrieval missions, and villains, and magic stuff and the "myth generator"  so that theres more content associated with artifacts so I expect a pretty hefty version number jump and alot of content.
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Max™

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Re: How much has version .42 changed the game?
« Reply #23 on: December 13, 2015, 11:46:47 pm »

The worlds are so much more interesting.

Before there was more stuff to look at in between towns, catching armies, bumping into a giant named animal ambushing a squad while the rest of the squad assaults another army, wandering into a lair as two megabeasts duke it out.

Now all the action is in town, go find a tavern, go watch the tavern keeper do their thing, it's such an amazing little touch that has so much promise, and adds so much.

People come in and play songs, tell stories, DRINK BOOZE, cheer when you're awesome, heckle when you suck, and randomly murder each other for reasons we may never understand!
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99Hedgehog

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Re: How much has version .42 changed the game?
« Reply #24 on: December 14, 2015, 06:49:19 pm »

In addition to all that has been mentioned previously in the thread, you can also play as a variety of beastmen by default in adventure mode, and you can have multi-racial fortresses.
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CypherLH

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Re: How much has version .42 changed the game?
« Reply #25 on: December 14, 2015, 08:32:08 pm »

The worlds are so much more interesting.

Before there was more stuff to look at in between towns, catching armies, bumping into a giant named animal ambushing a squad while the rest of the squad assaults another army, wandering into a lair as two megabeasts duke it out.

Now all the action is in town, go find a tavern, go watch the tavern keeper do their thing, it's such an amazing little touch that has so much promise, and adds so much.

People come in and play songs, tell stories, DRINK BOOZE, cheer when you're awesome, heckle when you suck, and randomly murder each other for reasons we may never understand!

Imagine when we have lots of buildings/sites with as much activity and vibrancy as Taverns have now! Dance Halls, Concert Halls, Theaters, and the like could _easily_ be added within the existing framework that Toady has already finished. And that's not even getting into activities at work sites, mines, and the like. Or beyond that, when all NPC's all have actual schedules they are following and whatnot - workers working in the fields, gambling halls(imagine the FUN in those), etc. etc. I'm thinking mostly in terms of Adventure Mode but this all is just as exciting for Fortress Mode as well.
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Untrustedlife

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Re: How much has version .42 changed the game?
« Reply #26 on: December 15, 2015, 12:09:40 am »

I can safely say that The sieges are a lot more common in this version , based on my own forts and the forts of the streamers I watch.
« Last Edit: December 15, 2015, 12:12:39 am by Untrustedlife »
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cephalo

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Re: How much has version .42 changed the game?
« Reply #27 on: December 15, 2015, 09:52:32 am »

I can safely say that The sieges are a lot more common in this version , based on my own forts and the forts of the streamers I watch.
Thank goodness. Even if it was just a bandaid, we needed seiges back.
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funkydwarf

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Re: How much has version .42 changed the game?
« Reply #28 on: December 17, 2015, 05:28:19 pm »

dwarf mode changes are huge. Semi random month generic breaks are now a fully fleshed Out need/want/ personality system. drinking booze..which has been a generic need until now is very specific need based on each dwarf.

Yeah, pretty big change to gameplay op.
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Xazo-Tak

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Re: How much has version .42 changed the game?
« Reply #29 on: December 21, 2015, 12:24:51 am »

Is the migrant system as we know it going to be replaced soon?
It's always felt weird and annoying, and the thing of fully customising your starting dwarves never seemed right also.
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