Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 404 405 [406] 407

Author Topic: Future of the Fortress  (Read 3134342 times)

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #6075 on: November 02, 2024, 03:43:24 am »

We don't track any animal locations (there's a bit of this w/ hunting up on dev), and it's hard to do it all over the world without burning the computer.

I would assume that's just not feasible at all unless you limit it to one individual or group per (sub?)region/per species in a region, but if the objective is simply to provide wildlife encounters for the adventurer to hunt/track/avoid more explicitly than randomly popping up when you walk around on the local map, then is using the army code to create wandering 'armies' of wild animals spawning/despawning around the player possible instead?

- Can armies be created and destroyed arbitrarily enough for that to work? Not necessarily a complex mechanic gameplay wise, but it could be made more complex by conditions like season/time of day being taken into account.

- And armies also create trails of tracks that can be followed even in local play. If you can hide certain armies from the player until they are close enough/their tracks are discovered then that can contribute as an additional hunting mechanic. But you wouldn't get to seek out animal dens this way; they wouldnt have any.


Animals already have their tokens took into account when they spawn wilderness ambushes, so to a army template it would be pretty small for how it could be used. But individual soldiers as to mean zombies do have this spread out effect when the organizing force of a necromancer is took out of their army that they scatter in every direction.

I suspect that even if you had a animal leader and army controller, like 'irritated wolf alpha' or just a animalperson tribal leader it'd probably lead to something similar. A lot of token artifact armies splitting off the main still counted into your quest to destroy this alpha of 50 or so wolves on high quest difficulties, that would depend a lot on the theoretical implementation.


On stuff like animal tracks, historical animals probably should leave better markings in the world, like a trail of feathers generated behind one notable kea who stolen a artifact leading to a wilderness location, which is the closest you would get to finding a nesting spot. But yes, animals don't really have as good a setup as megabeasts, if you wanted a mundane wolf to be a serious antagonist in your mod, you'd probably have to prescribe to the megabeast route.

I haven't personally seen a named wilderness creature for a very long while since playing 50.
Logged

PleaseOPrease

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #6076 on: November 03, 2024, 04:56:02 am »

I know this is probably a super boring question, but how does the vision system work for NPCs?Has it changed at all with the introduction of Adventure mode, or will it change in future? Is it the same thing as the vision cone in the creature raws? I would assume it’s the same between Fortress and Adventure mode, but if not then what’s the difference?

Best I know is from the DFHack devs, that being its apparently it’s a massive array,and through the creature raws it looks like it may be accessible; but nobody actually knows how to interpret any of the data or how the mechanics work. Is it similar to CDDA at all? And in adventure mode is there a seperate interaction between an NPC LOS with another NPC, and an NPC LOS with the PC?
« Last Edit: November 03, 2024, 05:27:43 am by PleaseOPrease »
Logged

PleaseOPrease

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress
« Reply #6077 on: November 03, 2024, 05:24:46 am »

With the Myth and Magic update adding procedurally generated magic, I’m very interested to see how and if curses are going to get expanded upo. Are there any plans at this point to add Deity specific curses? I think it would be super fun if a deity would bestow a curse based on its spheres. Or even based on how the dwarf/human/manbearthing miffed the god in the first place, kinda like with IRL mythological curses like Medusa or Echo.

Also, are there any plans to add curses that aren’t from gods? Like for instance, a curse on a tomb in world gen, or a curse from a necromancer onto a bloodline?

Lastly, are there any plans to add curses to the magic available to dwarves in fortress mode? Say, putting a curse through some ritual onto the tomb of the king/queen, or a macabre/fell mood dwarf with the right religious know how putting a curse on their artifact?

I think the curse system could add a lot of dimensions to each world through the gods and demons of the world and could even bring out some villain stories LOTR style, so I really would love to hear your thoughts and plans for that in the future.
« Last Edit: November 03, 2024, 05:26:23 am by PleaseOPrease »
Logged

aSpatula66

  • Bay Watcher
  • Hoarder of Knowledge
    • View Profile
Re: Future of the Fortress
« Reply #6078 on: November 03, 2024, 09:04:56 am »

Also, are there any plans to add curses that aren’t from gods? Like for instance, a curse on a tomb in world gen, or a curse from a necromancer onto a bloodline?


There's already curses that aren't from gods. Mummies can curse those who disturb their tombs.
Logged

aSpatula66

  • Bay Watcher
  • Hoarder of Knowledge
    • View Profile
Re: Future of the Fortress
« Reply #6079 on: November 03, 2024, 09:07:22 am »

I know this is probably a super boring question, but how does the vision system work for NPCs?Has it changed at all with the introduction of Adventure mode, or will it change in future? Is it the same thing as the vision cone in the creature raws? I would assume it’s the same between Fortress and Adventure mode, but if not then what’s the difference?
In fortress mode every creature has omnidirectional vision.
In adventure mode they have vision cones.
Logged

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:herself][PRONOUN:it:its:itself]
    • View Profile
Re: Future of the Fortress
« Reply #6080 on: November 09, 2024, 12:42:18 am »

Also, are there any plans to add curses that aren’t from gods? Like for instance, a curse on a tomb in world gen, or a curse from a necromancer onto a bloodline?


There's already curses that aren't from gods. Mummies can curse those who disturb their tombs.

"Who dares to enter my house?  I curse you!"
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics resourcesPseudo-ASCII

Urist Mchateselves

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #6081 on: November 10, 2024, 12:31:43 pm »

The wiki mentions "traitor" dwarves. What are these exactly? Are they an unfinished feature or are they so obscure and secretive that no one has encountered them before?
Logged
If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:herself][PRONOUN:it:its:itself]
    • View Profile
Re: Future of the Fortress
« Reply #6082 on: November 10, 2024, 01:00:02 pm »

The wiki mentions "traitor" dwarves. What are these exactly? Are they an unfinished feature or are they so obscure and secretive that no one has encountered them before?

I believe these are dwarves that have been complicit in a villain's scheme, right now this mainly relates to disclosing the position of any valuables.
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics resourcesPseudo-ASCII

DPh Kraken

  • Bay Watcher
  • [PRONOUN:she:her:herself][PRONOUN:it:its:itself]
    • View Profile
Re: Future of the Fortress
« Reply #6083 on: November 16, 2024, 01:22:42 am »

1. You've repeatedly brought up "mysterious mythological sites" as part of the Adventure tutorial arc. Is there any idea of how these dungeons may be populated? I had heard that there would be procedural nasties, but what of user-defined creatures?

2. Site code has a reputation for being unpredictably load-bearing. I wonder, do mythic dungeons sidestep many issues because they aren't entity-linked?

3. How's the food and drink in your new home?
Logged
[CHEESE_PLANT] and [CHEESE_GRAPHICS] biggest fan
My mods:
Language & symbolsMiscellanyGraphics resourcesPseudo-ASCII

ryno

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #6084 on: November 16, 2024, 01:32:23 am »

Is there any idea of how dungeons may be populated? I had heard that there would be procedural nasties, but what of user-defined creatures?

+1

if modders can be allowed to specifically populate dungeons as if they were their own biome token (or however else), it would be wonderful!

or ideally just sites in general. while modding in pigeons for example it felt appropriate to have them only appear in towns (creatures congregating around sites in the same way that vermin congregate around stockpiles?) But toady might feel that these things are too gamey.
Logged

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: Future of the Fortress
« Reply #6085 on: November 16, 2024, 04:31:33 am »

With the introduction of lua, "procedural nasties" are being brought out into the raws for users to fiddle with. It's not certain this would bring the same kind of freedom as Toady has, since the dungeons may pull creatures using some more-or-less hard-coded tokens and the Toad is the one who gets to design these tokens.
E.g. if the choice is made to restrict "nasties" according to "dungeon level" similar to how the caves work, and also sphere affiliation, then once lua drops we should be as free as anyone to play around with setting creachers' "dungeon level" and sphere affiliation. We as modders just don't get to choose what the restrictions are.

Urist Mchateselves

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #6086 on: November 16, 2024, 02:47:10 pm »

This may seem like a redundant question, but what else are you planning to add in the upcoming adventure mode update? And what are you planning to work on after that? I'm having a hard time keeping up with everything. Thanks!
Logged
If you're so sure that you're gonna end up killing all of dwarven civilization, why not make a statue depicting 2147483647 dead dwarves, all of which are burning? Name it something good, like Deaddead the Dead Dead Dead-Dead of Dying. Just put it in the main hall or something, as a grim reminder that they're all gonna die.

jecowa

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #6087 on: November 16, 2024, 02:57:40 pm »

And what are you planning to work on after that? I'm having a hard time keeping up with everything. Thanks!

I think he’s going to work on Legends Mode a bit, then there may still be some more work to do on the Villains arc, then it’s probably on to Myth & Magic, which I think involves procedurally-generated magic and creatures and a fantasy slider that allows players to choose how fantastic they want their worlds to be. https://dwarffortresswiki.org/index.php/Development_arc
Logged

ryno

  • Bay Watcher
    • View Profile
Re: Future of the Fortress
« Reply #6088 on: November 17, 2024, 05:53:33 am »

...then it’s probably on to Myth & Magic, which I think involves procedurally-generated magic and creatures and a fantasy slider

that prompts me to ask something, directed at either putnam or toad, can you elaborate on what the specific difference is between the Lua beta versus the Myth & Magic update?
Logged

voliol

  • Bay Watcher
    • View Profile
    • Website
Re: Future of the Fortress
« Reply #6089 on: November 17, 2024, 09:24:39 am »

The Lua beta is initially "just" pulling the current procgen objects and their generators into the raws, allowing modders to modify how Forgotten Beasts, divine materials etc. turn out.

The Myth & Magic is a major arc that focuses on procgen magic systems and myths, and how these tie into each other and the generated world. Some of it might be implemented using Lua (not in the initial Lua beta though) but some should also be hardcoded. I'm not sure the Development page or the DF Talks are accurate anymore when it comes to how and when these features will arrive, but they should still map out what features are included in Myth & Magic.
Pages: 1 ... 404 405 [406] 407