With the UI update has any consideration been given to limiting the line length of text? Perhaps with an init.txt option?
What is the context here? Before, aside from the many screens stuck at 80 because they weren't updated, everything was on the same grid and so it doesn't seem to matter much. Or are you talking about making it less than the width of the grid for some reason? I don't know yet what's going to happen more broadly yet.
Yes, less than the width. With widescreen being the default and ever increasing resolutions the game can have lines of text that are a few times longer than is comfortable to read. Even the default of 80 is difficult when there is a lot of it. And the current zoom functionality doesn't adjust on the fly at all well.
Ah, yeah, this should be feasible.
For Toady, so far regarding the steam version, have you been forced or for practicality sake's have to make a compromise in the dwarf fortress development, feature wise I mean?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8134881#msg8134881Obviously there is a different workflow now, but we haven't started a new feature arc yet and I'm not sure how much slower that'll be generally, if at all. We haven't cut or changed anything up to this point, aside from now working on artwork rather than villains/army stuff. I've stated many times in the past that I chose ASCII originally to make sure development was moving smoothly, and that was certainly correct for somebody without artists. I've also stated that I'm not much of a manager, and that bringing on artists would be difficult for me, but here we are! So hopefully things work out.
I should reiterate, not because of this discussion, but because of a few others floating around, that this decision was not taken lightly. Being able to access healthcare, even with a slowed development process, will be better for DF development overall.
Similarly, if you mean 'forced' in terms of the publisher relationship, and again speaking in the context of broader discussions, literally the only hard power they have is over artwork and music, in terms of what they pay for. That was the deal, and we haven't experienced any problems there -- I think it was probably a bit more work volume than they expected (in terms of gibbons alone, who could have anticipated, ha ha), but the response has been positive, so that's been cool. Certainly there is a power dynamic in terms of everything going smoothly and getting stuff up on the platforms, etc., but there haven't been problems there either. The pace has been fine - everybody's happy currently. A year from now, people will likely want the ship to have sailed, and that's true of us too! Any changes caused by that will just be in terms of the first-release scope of UI/art etc. stuff that we get done to get the game up and running. We want to make as many accessibility/art/etc. changes as we can, and that work can go on forever - so it'll have to stop at some point, just practically speaking. Then we'll release and keep working. Beyond that, I'm not sure what the dynamic will be.
In the world pics, I can see sites that are normally hidden initially by default (lairs, vaults, labyrinths, etc.). Presumably you did not travel to all of them in adv mode and just used a setting to unhid them all, in order to showcase their sprites. Is this setting a feature that we can expect to utilize in the next release?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8136974#msg8136974Doorkeeper (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8136982#msg8136982Ah, that was just me in debug mode, yeah. It isn't something that has been added as an official feature, though that would be a reasonable enough thing, for the campaign makers and cartographers and such especially.
I think I brought this up as a suggestion a while back but seeing as you're working on graphical stuff now, are there any plans for adding icons for items and creatures in menu screens next to their names to better differentiate them from each other?
Yeah, that has come up, and we're hoping to do some things along those lines. We won't know specifically what we're up for until the restructuring process is further along.
i know golden salve is currently useless as anything other than a trade good [and considering that crafts are much easier to make, one might say it's useless even for that], but does it have anything planned? based on the name i'm guessing it'd be part of the healthcare industry.
previous mentions of golden salve in this thread were in the context of it being a magical item.
voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8139011#msg8139011Like any possible final form of the purring maggot, the golden salve is a perpetual loose end. Dunno how it'll change. Health-wise, the new divination healing effects have certain opened up some possibilities, but the doctors would still need to understand it.
Are there any plans on how other factions or elements can change biomes like the towers now can? Like elves expanding forests?
Manveru Taurënér:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8140983#msg8140983PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8141018#msg8141018I don't have much to add to the replies. The myth/magic/map-rewrite stuff is going to open all the doors there, and with the theme of change being central to that process, I expect a lot of additions in particular here.
World history can take a long time to generate. Which is fine, I like my highly detailed histories and characters and know how to cut things down and speed things up if I really wanted to. Are there any different, faster ways of achieving this that you've thought of, or have actually experimented with in side projects that could output the same amount of detail with the same amount of functionality (ability to easily export to other viewers, etc)? That's just a hypothetical tech question of course.
Come Mythgen, you maybe said once (I may have dreamt it) that it'd be good to be able to browse the Mythgen output during history worldgen. To be able to do anything with the game during the latter stages of history generation would be very cool, technically what possible ways are there to go about doing this?
The output detail comes from the process, so I'm not sure if this is just an optimization question? I don't have any special way to make the same amount of detail appear any faster. I'm sure there are a billion different ways to construct a history generation process, and I'm sure some of those would be faster, but I don't have any specific sweeping ideas there that I haven't implemented already, or which haven't been grouped in with say the map rewrite or the entity rewrite - certain parts of those will probably end up being faster, but there'll also be a corresponding increase in the level of detail which makes it a wash.
Mythgen and history are conceived of as happening in strict sequence currently, yeah, so we were hoping some elements of mythgen could be at least displayed during worldgen, to pass the time if anything, and making it interactive somehow would be preferable. Naturally if we want you to be able to go through some sort of baby legends mode while worldgen is still chugging away as fast as possible, we'd have to do some work to make the interface responsive - this is either thread territory, or it requires at least a more broken up set of calls (it does a year at a time now before reading commands, as I'm sure you've all noticed.) It's all on the table.
I'm not sure if you meant anything beyond this - there are more extreme ideas about altering worldgen mid-process, but that's more of a mode question. We still don't have any good "put the cat back in the bag" ideas about restarting worldgen, but while worldgen is active the first time, sky's the limit, really, in terms of pausing it and messing around, or whatever else. But we haven't settled on anything, other than getting some broader myth info out to people during history generation.
1. Are there plans as part of the magic update for deities to interact with the world beyond the currently present demon bindings and curses?
2. Will some worlds have deities be historical figures that exist within the world as opposed to how the are now and if that is possible, will it be possible to encounter and fight them in fortress or adventurer mode?
3. Is becoming a deity in adventurer mode a possibility?
Su:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8142571#msg8142571voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8142594#msg8142594Not much to add again here - all there have been considered and are likely in some way, even early on, but we also have nailed anything down.