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Author Topic: Future of the Fortress  (Read 3227413 times)

Urist Mchateselves

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Re: Future of the Fortress
« Reply #6150 on: January 20, 2025, 12:47:39 pm »


Now that the adventure mode update is (almost) out, do you have anything in mind for what you're planning to work on next? Do you still intend on finishing up the villain/army arcs like the roadmap says, or have your plans changed? If so, then what's next?

What are your goals for the future army/villain stuff? What remains to be added or improved?

Do you plan on further developing the new mythical elements in the near(ish) future or would you rather set that aside in order to focus on other, more pressing matters for now?

Does the way the game currently handles magical items allow them to do anything aside from allowing their wielder to use an interaction? Like can they passively give a syndrome to their wielder?

Do you plan on adding more spheres in the future?

Are you planning to eventually make Dwarf Fortress mode more challenging and its late game more complete? I feel like it's much easier than before, and once you've set up all of your industries and infrastructure there isn't really anything left to do other than trying out a megaproject or digging for !!FUN!!

Is there any particular reason as to why you decided to make adamantine blue?
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DPh Kraken

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Re: Future of the Fortress
« Reply #6151 on: January 21, 2025, 02:33:36 am »

I know there has been a lot of talk about myth and magic, but are there any large topics that you still want to tackle before diving into myth/magic?
The "pre-magic improvement candidates" on the dev page are mainly about armies and villains/low-level adventure play. We're beyond arcs and the Big Wait now, so how things fit into the plan has yet to be seen. I'm personally excited for seeing entities and the social sim get more love.
We're also basically entering Myth and Magic, or to quote, "the oh yes indeed era" - the v51 mythical content and the Lua beta are starting to answer some of the questions that M&M needs answered.

Does the way the game currently handles magical items allow them to do anything aside from allowing their wielder to use an interaction? Like can they passively give a syndrome to their wielder?
It's just interactions with I_SOURCE:ITEM_POWER currently. You can simulate a passive effect by a self-target interaction, though it won't disappear if you remove it.

Do you plan on adding more spheres in the future?
Spheres are a bit too low-level and interconnected to be feasibly raw-ified, when I asked for data-driven spheres. It doesn't rule out the possibility of there being more to fit broader magical themes, though. Some ice/cold-related spheres feel like an obvious inclusion now that we have primordial ice remnants.
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Haiphong

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Re: Future of the Fortress
« Reply #6152 on: January 21, 2025, 05:33:32 pm »

Hello magnificent Brothers Developer!

It's been quite some time since the Dungeon Keeper job lost its function (previously that of training beasts I believe?). I'm wondering why it's been left in the game for so long? Do you have plans for it in the future, or do you intend to take it out of the game? In the current version, do you think there's any function to the position to make it worth assigning?

Thank you for your answers!
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DPh Kraken

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Re: Future of the Fortress
« Reply #6153 on: January 21, 2025, 06:45:19 pm »

It's been quite some time since the Dungeon Keeper job lost its function (previously that of training beasts I believe?). I'm wondering why it's been left in the game for so long? Do you have plans for it in the future, or do you intend to take it out of the game? In the current version, do you think there's any function to the position to make it worth assigning?

The dungeon master has two responsibilities described - ESPIONAGE and MANAGE_ANIMALS. Animal management is just handled by the regular labor system at the moment, but espionage is certainly going to be even more relevant as the villain system expands. All those cloaks have ought to pay off somehow...
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Untrustedlife

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Re: Future of the Fortress
« Reply #6154 on: January 22, 2025, 05:41:52 pm »

Howdy friends!
I'm back!
I didnt die!

I was wondering Tarn if we got building cabins back in adventure mode yet?
Ignore that one.


I have 4 questions and one just happy thing to mention:

1. I apologize if this has been asked, its been a year or so since I last was paying close attention to the FOTF etc. I was wondering if, when cabin building returns, it will be implemented in a way that feels more interactive—like directly placing walls yourself as if you were a dwarf instead of the current *just wait awhile on blank screen*  approach. Being able to build without jumping to the map screen would be a great improvement. I recall you mentioning something about this being due to limitations, so I’m wondering if those limitations are still in place. If they are, do you plan or care about changing them?

2. I also wanted to ask if there are any plans to change how animals are acquired, making it so they need to be purchased in human cities rather than simply declared as mine by just walking up to them and pressing h. I noticed this particular thing wasn’t mentioned on the development page: https://www.bay12games.com/dwarves/dev.html and right now you can get alot of coin from selling your bone crafts etc, but you dont have much of anything to spend them on. No big purchases.

3. I was playing the new adventure mode release (which is fantastic, by the way), and I came across a city in my thousand-year-old world where half of it used one currency, while the other half used a different one. This made the coins I acquired in one shop worthless in another.
Are there any plans to add some sort of bank or other feature where I can exchange coins for other currencies? Since we already have counting houses and the game tracks their value, it doesn’t seem like too much of a stretch or too much like a suggestion, right? (And also, it seems like a very useful trader arc thing)


Also hey there! Its been awhile! How have you been!
As you know i'm an adventure mode guy so this update got me back!
I've now spent at least 11 years on this forum with this account—though I was around even before that, haha, with my old username (if I remember it correctly). Pretty wild, right?

4. Fourthly, I really miss the old DF Talks where we could just listen to you ramble about all your ideas for over na hour. Any plans to bring those back? I think I listened to them so much that I even started talking like you when discussing my own projects, heh.





Edit: Got one more
Is it planned that adventurers can be the wizard building the tower? Rather than just an apprentice?



Edit Got A Second Extra One APparently, sorry for so many!:

Any chance we will ever be able to sleep in friendly monsteries (And friendly of the other 'new' sites?), i started playing as a chosen and the God Ecod so he is my dad right and I went to a monestary that worships my dad Ecod and they said i could rest there but when i tried it blocked me.
Broke my immersion heh they should at least say no :P




« Last Edit: January 25, 2025, 10:26:57 pm by Untrustedlife »
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squamous

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Re: Future of the Fortress
« Reply #6155 on: January 23, 2025, 03:23:33 pm »

While I think I understand the reasons why, I have noticed that the ASCII UI of the game has lagged behind development of the graphical version, with things like ASCII adventure mode's lack of an overworld map present even past the mode's official post-beta release (as of the 23rd). Is this indicative of a future trend to move away from ASCII graphics entirely or otherwise relegate them to a less-developed legacy feature or will they still continue to be supported in perpetuity in tandem with the graphical version, with the current disparity something that will be fixed?
« Last Edit: January 23, 2025, 06:49:37 pm by squamous »
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ZM5

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Re: Future of the Fortress
« Reply #6156 on: January 24, 2025, 08:05:45 am »

While I think I understand the reasons why, I have noticed that the ASCII UI of the game has lagged behind development of the graphical version, with things like ASCII adventure mode's lack of an overworld map present even past the mode's official post-beta release (as of the 23rd). Is this indicative of a future trend to move away from ASCII graphics entirely or otherwise relegate them to a less-developed legacy feature or will they still continue to be supported in perpetuity in tandem with the graphical version, with the current disparity something that will be fixed?
This issue seems to be present in the Steam version too so I figure it's an oversight and not necessarily a sign of moving away from ASCII (at the least, I sure hope so).

aSpatula66

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Re: Future of the Fortress
« Reply #6157 on: January 24, 2025, 09:20:12 am »

I'm not sure if you know about this, but there's a (imo) pretty major issue with the targeting system of kill quests/troubles.
Kill quests can target any historical figure of a species with the LARGE_PREDATOR token or which comes from underground.
The issue is that this includes creatures that have joined a civilization. This means that kill quests will often tell you to kill random innocent gorlaks, plump helmet men, dingo men, wolf men, bear men, experiments, etc.
If the quest giver is one of these species, they can even tell you to kill themself or their relatives.
It's both sad to see, and annoying, as if your lord orders you to kill one, you basically either have to become a murderer or end your agreement with that lord.
I hope you fix this soon.
« Last Edit: January 24, 2025, 09:35:21 am by aSpatula66 »
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Rumrusher

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Re: Future of the Fortress
« Reply #6158 on: January 24, 2025, 12:00:01 pm »

It's been quite some time since the Dungeon Keeper job lost its function (previously that of training beasts I believe?). I'm wondering why it's been left in the game for so long? Do you have plans for it in the future, or do you intend to take it out of the game? In the current version, do you think there's any function to the position to make it worth assigning?

The dungeon master has two responsibilities described - ESPIONAGE and MANAGE_ANIMALS. Animal management is just handled by the regular labor system at the moment, but espionage is certainly going to be even more relevant as the villain system expands. All those cloaks have ought to pay off somehow...
if I remember in the past this does have an effect if you got someone from another faction living in your fort sending them out will lead to them giving you information on what going on in that faction. though I got this from messing with adventurers and them becoming nobles in other courts.
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Cheng

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Re: Future of the Fortress
« Reply #6159 on: January 25, 2025, 06:49:31 pm »

Hi everyone. I got 2 questions, one on development and the other is mostly wishful thinking.

1. Have you considered doing a Quality of Life update ? Where you would take a few weeks/months not developing any new content or systems, but focusing entirely on adding QOL requests, small requested features, and fixing minor bugs ? It would give the game a nice bump in quality with one update instead of tackling the qol/bugs matter little by little.

2. I'm new to the game so this might have been talked about and answered a while ago already. Did you ever think about making other races playable in fort mode ? One of my favorite things in fantasy games is all the different playable races, adventure mode is awesome for that and as much as I like dwarves, it's still a shame to see the other races with their own uniqueness in the game not available to play in fort mode. I know there is mods for that but I'm curious to hear if you were to make other races playable officially, what gameplay ideas you might have in mind for them ?


Thank you for the awesome game
« Last Edit: January 25, 2025, 06:51:12 pm by Cheng »
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Shonai_Dweller

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Re: Future of the Fortress
« Reply #6160 on: January 25, 2025, 07:03:06 pm »

Hasn't the past few years been exactly that? A QoL update to add graphics and a mouse-driven interface to the game while the features are on pause? (Plus all that clever technical stuff Putnam does under the hood).
« Last Edit: January 25, 2025, 07:05:13 pm by Shonai_Dweller »
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Untrustedlife

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Re: Future of the Fortress
« Reply #6161 on: January 25, 2025, 10:24:02 pm »

Hasn't the past few years been exactly that? A QoL update to add graphics and a mouse-driven interface to the game while the features are on pause? (Plus all that clever technical stuff Putnam does under the hood).

Maybe they mean something like, "Here are all these little suggestions people have for small, logical things to do in adventure mode," rather than the big graphical overhaul-style QoL changes?

I don't see the appeal, though. The whole point is that he adds things to one mode that affect the other, which leads to changes across both modes. Everything will get in eventually heh

Let Toady Cook is my motto :P
« Last Edit: January 25, 2025, 10:29:38 pm by Untrustedlife »
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DPh Kraken

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Re: Future of the Fortress
« Reply #6162 on: January 26, 2025, 01:03:52 am »

2. I'm new to the game so this might have been talked about and answered a while ago already. Did you ever think about making other races playable in fort mode ? One of my favorite things in fantasy games is all the different playable races, adventure mode is awesome for that and as much as I like dwarves, it's still a shame to see the other races with their own uniqueness in the game not available to play in fort mode. I know there is mods for that but I'm curious to hear if you were to make other races playable officially, what gameplay ideas you might have in mind for them ?

More playable races is something that comes up a lot in the Myth & Magic plans. One of the ideas is to be able to simulate a non-magical world, and that'd mean human fortress mode. Of the main civilizations, humans really only need nobles filled in to be believably played, if slightly dwarfy. There's some minor stuff like easier construction, non-alcoholic drinks, and a little less grousing in the rain, and then the major questions of how to explain the differences between civs. After that, it sounds like the gates could be opened to everything else, from elves to ezoumans.

And I'll throw my uncharacteristically lethal, but correctly-colored, coins onto the question pile:

1. Will we see more key art, splash screens, and soundtracks added with future content updates?

2. As Bay 12 shifts to new development strategies, are you concerned at all with coordinating the theme of what you add with promotional art? For example, the Adventure release was very focused, but as we move beyond arcs, it feels like it'd be harder to come up with a single motif you'd want the art to show.

3. Is there any timeframe for getting the new sound effects into the fortress and the menus? Anything that you'd want to take care of first beforehand?
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Cheng

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Re: Future of the Fortress
« Reply #6163 on: January 26, 2025, 06:39:18 am »

Hasn't the past few years been exactly that? A QoL update to add graphics and a mouse-driven interface to the game while the features are on pause? (Plus all that clever technical stuff Putnam does under the hood).

You're right actually, for me everything that is made available on steam like adventure mode is new content but from the point of view of someone who plays since before the steam version, it's just QoL technically
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clinodev

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Re: Future of the Fortress
« Reply #6164 on: January 26, 2025, 03:26:13 pm »

Speaking as a High Officer of Team Bugfix! I'm actually hoping for wild and amazing (albeit probably somewhat broken) features for a while.

I hope they're daydreaming crazy new stuff as we speak!

I may have to adopt Untrustedlife's motto: "Let Toady Cook!"
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