Are there any plans to put something in the highlighted box when you're selecting things for trade in classic graphics? A colored 'x' or something -- as far as I can see it just kind of highlights itself a slightly lighter gray which can be a bit tricky to see at a glance
Are there plans to re-implement an option for varied tiles in classic graphics? When I played before I would always immediately turned varied tiles off for easier readability
SeeSchloss:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8482466#msg8482466Yeah, some of the choices are subpar for sure. You can edit them in the txt files but it'd be good to get the defaults improved.
Huh, only the loading part in the d_init txt needs to be added back. The rest looks like it is still there. I'm all for it.
What is the timeline for fixing the [CONDITION_NOT_DYED] and [CONDITION_DYED:COLOR] tags?
I really want to make a mod which adds new dyes and accurately displays clothing colors instead of having profession colors. It would be cool if there was tags to detect if a body part is missing, or if a weapon is in multigrasp, or if a particular item is hauled instead of only a tag for number of items hauled. Currently I think artifact weapons and armor don't display on your dwarves in vanilla. I fixed this in my mod by removing the the [CONDITION_CRAFTED_ARTIFACT] tag and layer grouping some stuff. Unfortunately the game doesn't properly detect the material of a crafted artifact so it can only display a generic artifact instead of a specific one of a particular material. Last I checked the creatures_graphics layered file also looks for black bronze equipment instead of bismuth bronze. That would be an easy graphics fix since it only requires the replace command.
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8482767#msg8482767Yeah, we were planning to have that work at release, but didn't get an option in for the display in fort mode. Eric Blank's right that'll it'll probably come up with the adv stuff. That should also make the fort mode option possible.
1- About myth&magic update, myth generator will create random people and creatures but how will you make their designs in game if they are completely random? I remember I saw something like ''lizard with exposed brain'' this could be easy since we have lizard design but how will you do every random creatures' design?
2- I don't know if random quests are possible but If it's not, will we see more complicated (or detailed) quests in adventure mode near future? Like maybe this example not that complicated but, you see a poor village and ask what happened, they say bandits often raid here but they don't know where they come so ask you if you spend some time here wait for bandits and offer you a house (you can reject and pay for it) and you wait some time and realize they don't come here so ask villagers about their predictions where bandits are etc.
3- Will our adventurer and others do their jobs (miner, farmer), earn money etc. before big wait?
4-I remember I saw one of the aims of new steam version adventure mode was adding new things for our adventurer and making the mode more enjoyable. So, will we see villain update too with adventure mode release or will we wait a bit longer for it?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8483406#msg84834061. PatrikLundell covered this. Forgotten beasts already have various groupings and pathways along these lines, and we'd like to both expand those systems and get them out into editable files to the extent possible.
2. Making the world more dynamic has been an ongoing project, and the villain stuff we delayed just before the premium work is the next step in improving both adv and fort mode in this way. It hasn't come together as quickly as a normal RPG, but it has changed a lot and will continue to do so.
3. I doubt it. Making that work properly requires a whole economy which doesn't exist.
4. It's not clear, but either way those are the two things we're working on next for adventure mode (UI update -> villains stuff -> army stuff, in some form.)
Is the rate at which items in a refuse stockpile decay related to the item’s size? I.e. do larger items take longer to decay?
Looks like it just advances it one stage per season.
1. Have you considered consulting UX professional at any point? Caves of Qud has their entire UI re-conceptualised by an artist and they are implementing that step by step. Adventurer, being very interface-heavy, could benefit from this probably?
2. What are the plans ahead art-wise? Some animations perhaps?
3. Most games have audial feedback on UI interaction(think click sound on buttons). Would it be realistic to implement that in DF?
4. Have you ever played Gnomoria/Ingnomia?
1. We were, but our original plan fell through. Not sure what's going to happen now.
2. We're going to focus on what we need for adventure mode, mostly. That'll mean the missing travel stuff and missing town bits, and UI elements as the come up. We're experimenting with some other bits but I don't want to mention it yet if it doesn't work out.
3. Yeah! We have a few audio engineers working now. The initial focus is adv mode, but we've discussed this as well.
4. Nope.
With the multi-threaded improvements to the line-of-sight code going live, is there any plans to look into threading other parts of the code? Pathing relationship checks during watching performances and stone temp come to mind for me.
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8484626#msg8484626lethosor:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8484702#msg8484702oninoshiko (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8485404#msg8485404Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8486050#msg8486050PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8486109#msg84861091. As I recall from the myth demos, deities and primordial forces are given spheres by looking at what objects with obvious spheres (like the sky, elemental planes, certain creatures, divine law, etc.) they created during mythgen. So if a deity created the ocean, they might become associated with OCEAN or maybe WATER. However, some spheres would seem required for a more cohesive myth narrative. Like the TRICKERY of a trickster god, or a deity of LAW not running around wrecking things. Especially if mythgen doesn't cease completely at the point where historygen starts (or the player is able to enter the world), but continues to run in parallel to history (albeit slow). At what point would these sphere-connections be put into place? At the end of (normal?) mythgen where historygen starts? When something with an obvious sphere connection is created?
2. Many cultures have considered mundane animals to have magical properties, such as scarabs or black cats. Can we expect any of this with mythgen, or will it rather be the separate fantastic beasts, like the unicorn, who are granted powers?
3. Any thoughs on sacred animals/plants and mythgen?
dikbutdagrate:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8484922#msg84849221. Yeah, we've been working with associations that come from actions, and that can still work. It's also not a problem at all to just have some asserted associations which will then become clear as actions happen. It's not preferable since it feels more forced, but it can be fine I think. But yeah, generally connections would be placed the first time something related to them happens so that the character etc. acts consistently from that point forward, or beforehand. And there's no reason why it can't happen historically as well, if the critter isn't immutable in some fundamental way, though it would usually be a big deal.
2. We've thought about it vaguely a bit, like how to place a whole e.g. alchemy system on top the existing mundane-or-not raws procedurally. There are plenty of existing tags (colors, large predator, etc.) that the game can use, but there'd still be more structure needed to stop it from feeling really mushy and random, but some of it should feel kinda random/historical/etc./etc. Seems feasible though, with any target object.
3. Cultural links generally are sort of wanting to happen and also a bit worrisome without the additional frameworks from the entity rewrite, so we'll see what we get. Obviously we're needing various magical/religious subgroups and beliefs etc. so I guess we'll see how far we can push without breaking things.
As multithreading appeared to be quite possible and implementable instead of being "too hard", may be another long wanted feature is also not so impossible? I mean multiplayer. There are a lot of turn based games with simultaneous MP like Crusader Kings or Rimworld which is basically DF for casuals, it has a mod that adds pretty decent multiplayer experience without issues.
lethosor:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8484595#msg8484595Multiplayer was never impossible. I just don't have the skills for it, and it's not my kind of game so I don't want to design and maintain it. A mod would make more sense -- if a mod springs up or something else comes up, and it doesn't take much support from my end, that's cool.
Given that we are about to switch to sdl2 and at the same time sdl2 is going into maintenance mode, are there any wishlist items that you want to see from sdl3? And on the same line of questions, can we move to sdl3 more quickly once it is released?
lethosor:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8484985#msg8484985Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8486050#msg8486050Ha ha, I don't even know what sdl2 is capable of. I'm sure we're not using most of it. So I can't make a wishlist for 3. We'll probably be on 3 before 10 years pass or however long it was, but unless it makes the base game a lot faster I'm not sure there's a reason to push for it rapidly.
Are there any scripts or features in DFHack that you think would be good candidates to integrate into DF itself, should time allow?
I'm not familiar enough with them. We've done similar things enough times that I assume there are several though.
With all the changes to UI, has it made it technically easier to translate Dwarf Fortress to other languages? Are we likely to see localisation of Dwarf Fortress, perhaps by KitFox or another third party? Is it technically feasible to abstract the interface to the point where fans could do the translations themselves? If not yet, is it possible or likely, perhaps something Putnam could take the lead on?
A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8484968#msg8484968I don't think it's any easier, aside maybe for extra glyphs being slightly more reachable maybe. There's still all the procedural text sitting in the way. We've vaguely started to some people about some things, but the constructed elements are a high hurdle. I'm not sure how well partial translations are received, and we have to be careful about that.
With the Linux port compiling now, will we get an aarch64 build for Linux, or just aarch64 for macOS and x86_64 for Linux?
I don't know what's possible at this point with the process we're planning to use.
Is there a roadmap being followed?
or
What would be the best way to keep track of the development of Dwarf Fortress?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8485812#msg8485812Egan_BW:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8485826#msg8485826The Premium stuff delayed the stuff on the dev page linked in the reply, but that's still the plan. We aren't through updating the game though, still need to do adv mode, finish legends mode, ports, keyboard stuff, etc., so it's not clear when we'll be back to the dev page.
This may have been asked before but currently, Legendsviewer doesn't work with the steam version as some of the data required can't be exported. Are there plans to bring back the required exporting options?
We're planning to bring back everything that was in the pre-Steam version, yeah.