(Part 2 of 2)
To what degree do you think other "planes" could manifest as co-incidental soil/sky layers in the planar portal development context? For instance, will the clown car be changed from a geological layer into discrete portals buried at the bottom of the world? Or will they sort of coexist in an unrelated manner?
"Plane" to me suggests a different place, but the interfaces might be shaped or work in such a way that it looks like a layer, the way it is now. Though if there isn't something special about that (like it being adamantine portals through magma), then it's just a neat cavern, which is also fine. The planar/magical landform rewrite code is likely going to lead to a change to how caverns work as well; might as well clean up all the quibbles there if the underlying structures are going to be roasted.
I'd like to try some other neat planar interfaces though. Fully parallel ones, places like woodlines where it can transfer a critter to an on-the-fly integrated landscape that can merge with fixed other-planar sites, "interior" planes that are generated when you travel into a soul, that sort
of thing. All of these work in fort mode as well, even if it ends up being a little odd (have a tab you can switch to where you can see your squad of dwarves that are mining a demon's interior soul plane or something bizarre like that.)
A question regarding the fix for tree-dwarves that was announced; will this apply to flier pathfinding as well? Would make modded flier civs actually playable, as well as preventing flying animal people visitors from being stuck in mid-air.
I haven't tried it, but some of it is using acrobatic pathfinding floods when your idle code fails, and technically that should get a flier to the ground, but that only applies to your civ members. It doesn't fix broader issues with flying civs.
Will the (justly or not) suspected artifact thieves have a way of clearing their name? Or is the suspicion something they'll just have to deal with on their job?
I'm not sure what this is referring to. If there's a rumor of somebody taking an artifact, it is true, the way the game works now.
Regarding traveling military peoples; when the economy is implemented, would I be able to request mercenaries from other civilizations? Like requesting archers from the elves to bolster my crossbowdorfs and then paying for it through the normal trade caravan or some other means. Conversely, could your parent civilization levy your soldiers to help in other wars or to defend other forts?
I'm not sure what the particulars are going to be here so far in the future, and we don't have an economy now, but all the same we're hoping to get to a few things along these lines perhaps before we move on to the magic release, as we improve the new civ screen. We should have more to say about it in a bit, once things settle.
Will we see the return of the alchemist and their soap making antics?
Ha, I feel like I'm missing a joke, since we have soap makers that replaced the alchemist... but there's the matter of all the chemistry that comes from scholars that isn't used. We want to add that sometime, oil of vitriol and spirit of nitre and all that. Then there's the whole supernatural side of it, magical elixirs and such. We should see a bit of that with magic.
1. Will other planes of existence have sites in them? Last FotF reply you said a group of wizards could possibly take over a plane of existence.
2. If other planes of existence have sites on them might settlements and wars on those planes be possible?
3. Will cross planar war be possible?
4. Will it be possible for gods or god like entities to set up sites in their home planes such as holy kingdoms.
5. Will it be possible in some worlds to have a god or godlike entity that goes to the normal plane and rules as a god king/queen/non gender specific ruler.
PlumpHelmetMan said yes to all, though maybe not in the initial release... and I think that's quite correct. Number 5 is a little more specific, but not unlike what the demons already do with their spires. The first four mostly depend on the idea that a plane is just treated like another world map (though it might have weird properties). You can stick sites in it, armies, drop artifacts, possibly find animals, dig, etc., and have it be saved -- travel between depends on portals or whatever else. That should all be free, once I do the rather huge task of making two or more worlds possible in the first place.
What exactly does the CE_ERRATIC_BEHAVIOR token do? I thought it made dwarves start fights at random occasionally when drunk but I'm not sure if thats attributed to the token itself or due to arguments that happen in fort mode that the player just doesnt see.
People that like to brawl have a chance of starting a brawl-level fight with any nearby adult. We might do more with it later, for other personality types, but I think that might be it for now.
In the new version coming up, strange moods are tracked in world generation. Does it only apply to civilizations or could I, say, give gnomes the ability to have strange moods and therefore have non-civ creatures creating artifacts?
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Strange moods are currently a creature-level token, hence why I ask about giving it to non-civ creatures.
It happens during the job advancement code, and it's much more common for the crafting professions, especially for weapons and armor in world gen. So I think they'd need to be at a site with an entity, since job advancement is currently governed by that.
With the current split between body and soul, and upcoming features regarding this, when will a being count as dead? When their original body dies? When their current body dies? When their "core body" dies (if it's some kind of hive-mind creature)? Or, if the being could survive without a body (i.e. some body-possessing spirit), when their soul is banished or destroyed in some way? Will beings whose souls reside in items die when the item is destroyed?
Miuramir's response covers it; I just wanted to add that there's an interesting question of what the camera is like here. I figure it should stay with the soul, if the soul is integrated, but what if the soul is split? Whatever the player represents, I suppose, "the will" or something. So your skills and personality might be stolen and placed in gems you have to get back, but if your will is stolen and put in a gem, that that's it for you until the situation is fixed, maybe...
Will myth/magic extend to medical care? For example, potions, rituals, etc? And will the dwarves perform such cures even if they may not actually be effective (more myth than fact)? Could they even perform dangerous treatments that later get learned away by scholars?
It's in the realm of effects which can be applied in the myth generator now. I'm not sure about superstition... it makes sense that they would do these things, but having them perform specific fake rituals for any purpose would be a lesser priority if it becomes troublesome. It would be intriguing for these things to fill voids not filled by scholars.
i) Will the equipment and/or environment of temples have any impact on the concept of "holiness" of the sanctum? For example a displayed perfect gem (as artefact) for a deity connected with juwels, tons of displayed gold coins for wealth, a lovely water pond for water, etc.?
ii) Is it planned to add a FAIL-option in crafting? For example a dabbling stoneworker works on a rock mug with the effect of destroying his stone for no result?
iii) Will there be divine knowledge? For example a proficient mathematician gets a vision by Banach, Deity of Norms, which he afterwards can ponder on in his library?
i) I'm not sure what'll end up happening here. The werewolf and vampire cursing deities certainly seem to care that everything is place, and that sort of thing'll have to be systematized, then there are the other senses of it.
ii) The idea was to add five negative quality levels. I'm not sure if that'll also include complete failure, though it probably should for some jobs.
iii) It already works this way with the secrets of life and death that the death gods put on slabs for necromancers, and I imagine we can have Prometheus-type situations and other teaching sorts of situations, for knowledge and skills. Unclear when that'll fit in; I have notes for it for the myth generator, but there are a lot of notes.
1. If an person breaks the behavior required to get a specific afterlife will there be ways in some worlds to atone for their sins to regain access to that afterlife? Possibly through penance?
2. What are some bizarre corruption ideas you'd eventually like to make possible in worlds with magic?
1. That certainly makes sense as something to generate with the other rules.
2. Ha, I write a lot of crap down, but I don't really keep favorites handy. The magical effects themselves'll provide a ton of simple examples, since we can just turn them on, either personally or in auras. We threw 31 corruption adjectives into the myth-generator for the demo, and they are all feasible given some interpretation, but those came down to material/physical/psychological state, soul state, visibility state, planar location (partial, permanent, sudden, etc), (un)life state, emissions. Of course you can imagine the body being twisted or infested in whatever way. Some of the more interesting ones probably involve interpersonal relationships, like not being able to be remembered, or becoming haunted, or more linked to a specific supernatural being, that kind of thing.
I've recently been trying to teach myself to play the guitar and have been learning to play the DF theme musics. The main theme is very challenging! It is a complicated and nuanced piece and you must be quite musically talented to have written it, let alone play it.
If I may ask, what was your writing/development process like for the main theme? Will we perhaps ever see some more of your musical/guitar work, as additional soundtracks for Dwarf Fortress or otherwise?
As I recollect now after... 13 years or however long... I knew I wanted a recurring theme, and something that I could imagine dwarves working, happy, and dying to, heh, and a little subterranean and mysterious. It also needed to loop, so it has an ending that vaguely fits into the first bar (though the recording is crappy there). I also like the tension and harmony you get from open strings mixed into nearby stopped strings, and arpeggios, so it formed around that. I just sat down and played things that sounded neat and proper for some days, and wrote them down in tab.
I still play, but I haven't had occasion to record anything for many years, and I haven't composed anything new. I liked the process, but it's hard to find time these days.
I get the impression that the upcoming magic framework will draw on a wide range of influences, both historical and otherwise, for its many permutations. Will it include the concept of magical body-parts, as seen in various parts of Africa? These organs might be species-wide (e.g. goblin-tongues having efficacy for illusions) or caste-specific (e.g. beards being used for martial potions) or the result of certain abnormalities (e.g. the livers of albino dwarves combating the effects of alcohol.)
Assuming the answer to my first question is "Yes," will historical figures respond to the existence of mystical organs? Will we see goblin bandits prowling the land for unwitting donors, then selling their finds to apothecaries? Might black-markets pop up as a result?
Yeah, I suspect that sort of thing will arise not necessarily directly as a cultural influence, but just because it's very common in generic fantasy settings as well. The myth generator doesn't yet have the in-game critters to utilize, so it just refers to "very rare ingredients" in the write-ups, but the idea there was to specify everything, to whatever degree and according to whatever metaphysical system.
In our discussions of industrial magic etc., there's that kind of idea, yeah, that economies etc. should spring up around these things when it's appropriate. That won't happen automatically, so I imagine we'll see it come in in pieces. But world gen already has quite a bit of economics going on -- numerically tracked stockpiles of all kinds of specific goods, trade, production, etc., and these could all work together.
What exactly happens when our troops arrive at a site for a raid? I've had a few instances now where my troops will show up at a populated site to raid, only to report back that they couldn't find anything. What exactly are they looking for in a raid? Isn't it just a generic "kill some folks, steal stuff if you can" order?
Yeah, raids are all stealthy now -- the people they fight are people they failed their stealth rolls against. It is quite likely that we'll have some new raid options in the coming releases, including something like "pillage" that allows for an attack which might use stealth for surprise at first, but which prioritizes looting over stealth, and invites fighting. I imagine we'll get quite a few new options, as it's a fun, new screen that has a lot of room to grow quickly with great game benefits.
For now, artifact are most of the time stored just after created, and never "used" again after, whatever they are. They can just be stolen, or passed over, or given. Is there any further plans for artifacts, as giving them a bigger role (like a legendary sword actually used to kill) or is it the way you have imagined it ?
And, what are your plans moving forward with artifacts?
It certainly makes sense that items should be used for their purpose. I think we've been slow to do this partially because magic had been in and out of the game early on, and magical powers for many artifacts are now near-term, so it didn't make sense to mess with it this time either. But they shouldn't be leaving all these objects on pedestals.
We haven't finalized plans for either of the next categories of changes: tweaks and small improvements before magic, and what we are going to do with them during magic. In the first case, we had planned to use them for rewards and have collectors and so forth earlier, and I'm not sure if we'll end up going that direction. Plans must integrated, and there's obviously a lot of cool stuff that can be done with the new civ screen and army changes in both modes that we have to mull over a bit. There are of course, a lot of things that can be done with artifacts and magic.
Hey toady, update is pretty cool so far, but im wondering, is there a way to ask about an artifact im looking for, it doenst show up in asking for directions.
I think this is definitely in the bug-ish category; you don't seem to be able to do certain followups I thought would be available.
Way back when work on this release started, you mentioned that worldgen moods might have a chance of failing, in the dramatic way they do in player fortresses. Did this make it into the release (yet)?
Haven't noticed anything while browsing Legends, but not sure what I'd be looking for. I've noticed some pretty difficult to get hold of materials are being used for artifacts, so I guess they have an easier time of it.
Yeah, it doesn't simulate the difficulty of the artifacts; it looks like there's a 25% chance of failure, unless it's a fell mood (those always go through at the moment.) All of the regular failure options are available, and they'll either attack the community, or leap to their death, or go thirsty/starve.
So, visitors are jumping the gun a little and turning up before you have a tavern/temple right now due to some bug or whatever. That's fine, and I guess you're working on a fix. But my question is, are the early monster slayers also part of this bug? I kind of like that they show up early. I can't imagine monster hunters requiring a room in a tavern before they march off happily into your caverns. Bunch of dwarves about to strike the earth? Can only result in the kind of Fun a monster slayer lives for!
*Another* mentioned the cavern trigger, and that's how it is supposed to work. I don't remember if there's a timer or caravan rumors or something linked to the discovery, of if it is just automatic, but breaching any layer will get them coming. Any that arrive before that are part of the problem.
Are there currently any plans to allow civs to go to war with one another over values, rather than only over ethics? This would allow for civs from the same entity raw to go to war with one another. For example humans fighting other humans, which now can only be done by adding a new human entity raw.
It does take personality into account, and religious differences, but yeah, I guess human-to-human civ level wars are rare or nonexistent. Certainly values should matter, some of them anyway. But human-to-human civ level wars not based on values aren't uncommon in real life, so there are other angles for that that we haven't gotten to as well.
Will we ever get towns that simply don't like strangers in general and will express that? A lot of good stories come from those sorts of villages/towns in fantasy. And in horror (eg, the shadow over innsmouth by hp Lovecraft)
The goblin towns are already like that, heh. It's a matter of how bad things can get elsewhere -- I expect the human towns will continue to get a wider spread of ethics/etc. Their values spread are already pretty wide, but it's not reflected in the ethics, partially because of the big release slated for after magic.
Corruption of various sorts has come up in the notes for magic multiple times, but I haven't noticed one particular subject, the corruption of artifacts. Could we see the magical properties of an artifact altered after its creation? For instance, a priest or avatar of a god of death is slain and the artifact scepter that sprays miasma is taken by a fire demon who then corrupts it to instead shoot gouts of flame? Could we see an adventurer's named weapon of mundane origin imbued with magical properties as the result of their interaction/relation to some god, spirit, or demon?
Yeah, I don't think that sort of thing has come up a lot in the discussions, compared to corruptions of people or the land, and it makes as much sense.
are you planning on adding any more to the xml output during this set of releases? Artifact descriptions and instruments would be great.
I'm going to do the normal set of minor suggestions, and various XML additions are in the available pool.
What are the major limiting factors of world gen STRANGE MOODS artifacts? In the process of updating my mods, I moved the token from one race that basically spammed artifacts to one that apparently is uninterested in creating artifacts.
It's currently much more common for weaponsmith, armorer and bowyer skills, and they can't have utterances (don't remember the issue, probably something with naming). They also need to be working a job on a site for an entity.
1. There's general "harass the population of a civ" raid and "acquire artifact" raid. Will you be implementing raids that try to take over a settlement by killing and otherwise incapacitating the defenders and claim the settlement for the raider's civ?
2. Because of the whole religion and artifacts things and tombs being a thing, will there gonna be an expansion of the tomb structures where dead civ members or at least historical figures get buried if anyone finds their bodies? And will the important figures be able to be buried with artifacts?
3. If there are some methods of bringing back dead people eventually, will civs have differing opinions about resurrection?
For example, one civ might forbid acts of resurrection while the other not only allow them but encourage them
1. Pillaging-type option practically guaranteed, with unknown specifity depending on how any non-artifact loot options work. We're flirting with the idea of having a simple administrator and tribute system before we do magic, since it'd be pretty straightforward and the civ screen is underutilized, though I'm not remotely promising anything at this point
2. At some point we should do more with tombs. We should do artifacts in tombs certainly, to tempt people to raid them.
3. Yeah, it's unclear how this'll play out. Opinions on magic in general are required at some point, but the first release is less certain.