I've noticed that during worldgen, there is a huge boom of new sites during the first hundred years or so, after which expansion quiets down, some roads start being made, some crypts/monasteries...
Since worldgen has been made significantly faster now, would it be reasonable to slow down how quickly civilizations expand? I guess I could increase the site cap, but I'd rather have a world that's 500 years and still growing steadily.
Also, one small feature that's been missing since the steam version came out that is really bugging me:
You can't click on gods in the relationship tabs anymore! That's how I found out ages ago that my civ had their own special gods in the first place! Right now it seems like I have to build statues of them or hunt them down in legends mode to find out what appearance they have. Is this coming back?
EDIT: Oh and yeah, birthdays of my dorfs! I miss knowing those.
I'm not inclined to slow down the rates myself for vanilla. I'd rather more disasters happened and there was other tumult with groups and such than to have less stuff. It seems like the only relevant variable here is the abstract entity population rate (since hist fig rates are based on too many things.) Exposing that as a parameter at some point would be reasonable for people that want a different pace.
I'll check that those are in the list of unfinished old business, and add them if not.
I recently noticed that none of the vanilla entities have stonecutter or stone carver as permitted jobs, and although modding them to have stonecutter works fine, adding stone carver does nothing and creates an error in the errorlog.
I also noticed some issues with mummies in adventure mode, they only curse you after exiting and re-entering combat with them and their curse is missing text (it just appears as "" in the announcement log.) Mummies not cursing you is something I've noticed in the previous version but the thing with text is likely because of how speech files were changed with the steam release.
Okay, I'll throw them in the bug pile.
What I meant was that although the civilizations have headwear and underwear assigned, NPCs never spawn with them as clothing. From my observations, legwear on the UNDER layer doesn't appear, bodywear on the COVER layer only appears on thieves, headwear on the UNDER layer appears but headwear on other layers don't, except for items on the COVER layer which only appear on thieves. All this only seems to apply to clothing and not armor though. I've also noticed that NPCs only generate with one clothing item per bodypart other than feet which do generate both socks and shoes.
Yeah, I didn't make an intentional change here, so I'll throw it in the bug pile.
Is support for wider/larger fonts for ASCII mode planned?
Yeah, we haven't gotten around to breaking free from the 8x12 and 32x32 limits on interface and play area elements.
Why are migrants restricted to the main species of your civilization? It makes no sense that even if half your civilization is non-dwarves they can't arrive as migrants. Maybe the first two guaranteed migrant waves could be only dwarves and after that non-dwarves are half as likely as dwarves to migrate to your fortress if you want to keep the amount of non-dwarven migrants low.
I addition to making no sense, I feel like it's a large contributing factor in spreading the misconception (especially among newer players) that species = civilization. Although I think the DF wiki is equally to blame given that they don't even have separate articles for the elven species and elven civilization, or the dwarven species and dwarven civilization, etc.
Also, why do people only immigrate to your fortress, instead of emigrating from your fortress? Maybe they would only do it if they're unhappy with your fortress and you permit them to, so that you have some control over it.
DPh Kraken:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8541078#msg8541078aSpatula66 (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8541268#msg8541268Yeah, as DPh Kraken said, this was about clothing as I recall.
Emigration is a much bigger deal because it takes from the player, and it was also harder to implement in the past. It has been on the table for a while now, I just haven't gotten around to it, but I have to be careful swiping citizens from people.
What's the biggest impediment for enjoyable, fast development of new features (let's say map rewrite), code-wise?
Could you share a bit more about what goes into migrating a piece of old menu to the new system? What are the issues you faced in porting UI in general?
Has Mantis been working as expected? Do you still find it useful to have community submit bugs there?
Any chance for adding sound effect on UI element clicks for additional feedback?
Any plan to make food prices less OP?
What is your favorite steam mod for the game and why?
How has the collaboration with DFhack team been recently? What is the vision for the future now that some things from DFhack like sorting are natively supported? Will you or Putnam be looking into porting more features to the game?
Just getting done with adventure mode, ha ha. Then I should just be able to get started. For the map rewrite specifically, some of the ways the underground layer stuff is woven into everything is going to be difficult to tease out piece meal, but it's the aim to try.
I just need to set up some scrollbars and index some textures and place some buttons. It's not very elaborate generally, just mindnumbing at this point. We dodged the largest issues by sticking with the ASCII grid. Some of the layering is still annoying because we can't have graphics and text over each other more than once, which makes certain subwindows impossible to do, especially at smaller overall resolutions/window sizes. It would be easier if they could all live together nicely without thinking about overlap. Keyboard support is of course an ongoing challenge.
I know the Mantis has had some bumps, which I haven't heard about recently, so hopefully it's working. I haven't really been deeply into the new Mantis yet since the basic menu work isn't done.
We already have the sounds avaiable, I just have to link them in, for adventure mode menus. For fort mode menus, we need to have a whole meeting with the audio team etc. since the two engines for the modes need to be linked up etc etc.
Food has always been a bit weird. We tightened a lot of the prices for the initial release, but if food prices are still out of control, they should be fixed, yeah.
Not aware of the mods currently. Been pretty tunnel-visioned on menus and the surrounding matters.
Everything's been going well with DFHack as far as I can tell. I don't have a specific list of DFHack features that I'm looking at at this time but I'm sure it'll come up again.
Up until now, the artistic team has mostly been playing catch up to existing in game assets. When it's done with that, will there be the opportunity for new plants and animals to be added to the game? Or should I stop praying for hawthorne, magnolias and fuschias to be added and mod it in myself?
As it stands, in adventurer mode, nothing can really keep up a jogging pace for that long without getting knackered. Although endurance is varied as is recuperation, afaik recuperation can't be trained. Consequently dwarves, or anything else, can't ever really train to run marathons. Is this something that might change when you take another look at combat? What really stands out in the combat code that you want to take a look at?
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8542362#msg8542362Buttery_Mess (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8542372#msg8542372I'm not sure when we'll get new plants and animals! The art team isn't really the blocker there, just the current ones not feeling fleshed out enough kind of. Things like capybaras being the only ones with sounds and all that.
Ranged combat is the worst. Endurance generally is trouble for sure. How death works could be changed. Skills should be more interesting. Special attack opportunities are deeply silly and should be integrated into some whole other mechanism. And so forth.
This user claims that a dwarf in their fortress succumbed to melancholy, but a cave-in incident caused his skull to be shattered and his brain to be severely damaged; following treatment and recovery, that dwarf is no longer suffering from melancholy, has resumed eating and drinking, and no longer has any memory of his family. Is this an actual deliberate feature (recovery from insanity, I mean, but also the memory loss) that went undocumented at some point, or a fascinating bug that (IMO) should be elevated to feature? Or just a rando on the internet making up stories, I suppose.
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8542521#msg8542521aSpatula66:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8542526#msg8542526Yeah, there isn't anything deliberate here anyway, ha ha.