Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 248 249 [250] 251 252 ... 407

Author Topic: Future of the Fortress  (Read 3137127 times)

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3735 on: December 11, 2020, 07:43:28 pm »

(And, Shonai_Dweller, I think some word incorrection SW has attacked your "Threetoe").
Fatal combination of autocorrect, typing on a phone and deteriorating eyesight...
Logged

Gtyx1

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #3736 on: December 16, 2020, 09:18:50 am »

I remember you saying that adding the ability to give custom names to Adventurer Camps was doable, so could this also apply to entire regions as well?


This question isn't as consequential, but can you eat vermin if your adventurer is hungry enough?
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Future of the Fortress
« Reply #3737 on: December 16, 2020, 09:44:31 am »

This question isn't as consequential, but can you eat vermin if your adventurer is hungry enough?

Couldn't you test that yourself?
Logged
Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3738 on: December 18, 2020, 09:25:34 am »

In the latest Kitfox video (made available to this forum thanks to clinodev), you said (and Fiona repeated in writing) that the interface was different compared to Classic. I hope you really meant different compared to the current version, rather than the Premium version of the Premium release would have a new UI logic while the Classic version of the Premium release would retain the current UI (not only would it be a pain to maintain two gradually diverging UIs, but it would also result in a disincentive to shift from the Premium release Classic version to the Premium release Premium version if it comes a the cost of learning a new UI [if anything, forcing the current Classic version users to relearn the UI would lower the threshold for also moving to the Premium version for current players]).
« Last Edit: December 19, 2020, 04:17:42 am by PatrikLundell »
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3739 on: December 18, 2020, 06:42:50 pm »

Hopefully just an honest mistake.
Does bring up the point that, renaming Dwarf Fortress to Dwarf Fortress Classic is incredibly confusing if it really is the same game. Naming the Steam version "Dwarf Fortress Premium" (comes with extra baubles like a tileset and music tracks) would be far more honest.

But, meh, gotta leave marketing to marketing people if you want to make money, I guess.
Logged

clinodev

  • Bay Watcher
  • Embark Profile Enthusiast, Kitfox & reddit mod.
    • View Profile
Re: Future of the Fortress
« Reply #3740 on: December 18, 2020, 09:15:07 pm »

Very much hopefully just loose language.

As for the Premium/Classic language in general, I agree that despite much effort on the part of many of us, it hasn't penetrated the overall community very well after all this time, and is a considerable cause of confusion so far. I would echo Shonai_Dweller's suggestion here that Dwarf Fortress/Premium Dwarf Fortress makes more sense to me.
Logged
Team Bug Fix!

clinodev

  • Bay Watcher
  • Embark Profile Enthusiast, Kitfox & reddit mod.
    • View Profile
Re: Future of the Fortress
« Reply #3741 on: December 22, 2020, 02:55:02 am »

In the 21 December 2020 DevLog, you write in part: " Dwarven cheese/milk are properly available at embark (came up in art testing, as all of the cheeses have different pictures and dwarven cheese was being elusive.)"

Did you fix the various bugs with dwarven cheese/milk, or just force them on the embark list?


According to the wiki, purring maggots don't appear on cavern level one anymore (with multiple other bugs listed in the report), which is the basic reason caravans and the embark menu don't show dwarven cheese/milk since 40d. Additionally, "Tamed purring maggots can't be milked.", and "After being milked, purring maggots are left inside the workshop as an item."

This is, of course, almost embarrassingly trivial, but as someone who came to the game in the post-40d era (I've only played half a decade) since you're looking at it at all, it would be neat for such a storied thing as making dwarven cheese were to generally return to the game. Considering the relative obscurity of "animal traps" these days, there not being any practical reason to use them at all for many years, I wonder if the simplest fix might be to remove the current vermin purring maggots and make a new purring maggot small common milkable "non-vermin" cavern 1-3 creatures. Any "vermin related" bugs could be swept away with a couple of RAW changes, and perhaps purring maggot herding will become commonplace throughout the depths!.
« Last Edit: December 31, 2020, 10:50:02 pm by clinodev »
Logged
Team Bug Fix!

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3742 on: December 22, 2020, 02:09:18 pm »

Any "vermin related" bugs could be swept away with a couple of RAW changes, and perhaps purring maggot herding will become commonplace throughout the depths!.

Keeping in mind any vermin to hand can be selected for this role and even made to be embarkable wholesale with common domestic or [ANIMAL] (it wont be contained), but the bug manifests itself in ways in that even if the vermin you had direct domesticated access to were nearby, you still couldnt import any cheese from it, even if the reaction was laid upon it to milk dwarven cheese in its place im quite certain.

So thats' a whole bunch of fields excluded from vermin products which have been potentially fixed, which is usually pretty... over the top given how much the embark screen loves to collect other things of impossible size for man-handling like animal-tears & bee poison. Even as to be as silly to think that dwarves would spend time trying to extract the carmine (conchineal) out of tiny vermin insects like acorn fly eyes. (the red mush whenever one gets crushed, fly blood is actually transparent)

But historically its something people did for profit, and is more believable at least than having them eat a acorn fly's brain-offal (which is a real over-scrupulous thing in the embark screen), then say that it was a suitable meal to sustain a dwarf for its weekly meal.
______________________________

Seperate to this, this means that bird feathers could be a real commodity now providing all the code is thorough with how dwarves collect things. All that's required is the tail-end of personal player modding to interpret it with pseudo feather gems and the like.
« Last Edit: December 22, 2020, 02:16:49 pm by FantasticDorf »
Logged

Immortal-D

  • Bay Watcher
  • [Not_A_Tree]
    • View Profile
Re: Future of the Fortress
« Reply #3743 on: December 26, 2020, 09:11:00 am »

Has your recent work on the Stockpile interface caused you examine the myriad bugs involving Bins?  Can you say if it would be easier to effectively write a new Bin on top of existing code instead of trying to retro-fix the existing Bin?

Pillbo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3744 on: December 26, 2020, 02:21:08 pm »

I've heard you say in a couple interviews that the difference between a cow and an alligator in DF is pretty negligible. So I was wondering, in your opinion, what needs to be done to fix this?  You are clearly thinking about it, so when do you think you'll make those changes?
Logged

Urlance Woolsbane

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3745 on: December 31, 2020, 12:08:47 am »

I remember you saying that adding the ability to give custom names to Adventurer Camps was doable, so could this also apply to entire regions as well?
This is presently possible through DFHack or save-editing; regions use the same naming system as just about everything else. A name in DF is either indexical, such that it uses words defined in the raws, or a normal string, such that it can be anything. By default, regions' names are indexical, but the game supports them being strings.

I imagine Toady will add this ability as part of the world-editor; it doesn't seem like something an adventurer would be able to do.
« Last Edit: December 31, 2020, 12:10:40 am by Urlance Woolsbane »
Logged
"Hey papa, your dandruff is melting my skin. Is that normal?"
"SKREEEONK!!!"
"Yes, daddy."

Beag

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3746 on: December 31, 2020, 07:21:42 pm »

1. After the steam release, what if anything is left before the big wait for the myth and magic update?
2. Will procedurally generated humanoids like escaped necromancer experiments have their equipment show up on their sprites?
3. Will there be any attempt made before the big wait to make necromancers less world ending? Maybe either less powerful or friendly enough to have joinable civs of experiments.
4. In the myth and magic update will generated experiments such as what the necromancers currently do be playable in game as a magic user adventerer, to clarify will we be able to experiment on people?
5. Also in the myth and magic update will it be possible for our adventurers to be captured and experimented on potentially changing their race?
Logged

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: Future of the Fortress
« Reply #3747 on: December 31, 2020, 07:51:30 pm »

1. After the steam release, what if anything is left before the big wait for the myth and magic update?
2. Will procedurally generated humanoids like escaped necromancer experiments have their equipment show up on their sprites?
3. Will there be any attempt made before the big wait to make necromancers less world ending? Maybe either less powerful or friendly enough to have joinable civs of experiments.
4. In the myth and magic update will generated experiments such as what the necromancers currently do be playable in game as a magic user adventerer, to clarify will we be able to experiment on people?
5. Also in the myth and magic update will it be possible for our adventurers to be captured and experimented on potentially changing their race?


1. There are things left, from the unfinished villains release. Then there's room for some other candidates, like army changes and adventurer mode medical stuff, before the Big Wait. (see "Pre-Magic Improvement Candidates")
5. Myths & magic will aim to integrate worldgen and mythgen magic into actual play. It'd be highly surprising if the current experimenting was somehow botched. Being "sacrificed as vessel for demons" is listed as a specific goal on the devpage, and it seems to me like it'd be somewhat similar, also being a non-consentual transformation caused by wizards.

clinodev

  • Bay Watcher
  • Embark Profile Enthusiast, Kitfox & reddit mod.
    • View Profile
Re: Future of the Fortress
« Reply #3748 on: December 31, 2020, 10:39:41 pm »

In the spirit of early werebeast attacks being a surprise to the dev team after many years:

Will undead sieges, which can come even before the first migration wave, get user-definable triggers to avoid early attacks?
Logged
Team Bug Fix!

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #3749 on: December 31, 2020, 10:54:59 pm »

In the spirit of early werebeast attacks being a surprise to the dev team after many years:

Will undead sieges, which can come even before the first migration wave, get user-definable triggers to avoid early attacks?
Towers are indicated on the embark map. No need to change anything there. Embark with undead risk, embark without undead risk.
Logged
Pages: 1 ... 248 249 [250] 251 252 ... 407