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Author Topic: Future of the Fortress  (Read 3226885 times)

Untrustedlife

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Re: Future of the Fortress
« Reply #6180 on: February 03, 2025, 03:58:27 pm »

Thanks as always Toady!
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TheFlame52

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Re: Future of the Fortress
« Reply #6181 on: February 03, 2025, 07:55:36 pm »

I've been reading Conan the Barbarian lately. It occurred to me that most of them can be re-enacted in adventure mode, but with one key thing missing. Conan is always rescuing and seducing fair maidens in distress. Right now, there's none of that whatsoever in adventure mode. The adventurers we create are asexual, so they can't even participate in romance in fort mode. "Make Romance" is a need that can't be fulfilled. When can we expect adventurers to be able to romance? Also, belated congratulations on seducing a fair maiden of your own.

Eric Blank

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Re: Future of the Fortress
« Reply #6182 on: February 03, 2025, 10:34:19 pm »

Iirc romance was waiting on a rework of gender and sexuality and relationships in general and being able to choose them for your adventurer character(s), and all the UI elements that come with dating simulation i bet. But I reckon the Boyfriend Dungeon team have some tips for that.

I imagine, if the player can't just force their character to love whoever they tell them to (i.e. your characters personality and desires can be overridden by your whims) there's a possibility of not being able to find a partner for them because they just hate everybody because you minmaxed their personality to avoid all needs (admittedly I sometimes do that exact thing)

But if the player can force them to love whoever they player wants them to, then you're just ignoring the character's simulated personality.
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Inarius

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Re: Future of the Fortress
« Reply #6183 on: February 04, 2025, 02:57:38 am »


Hi and happy new year !
I remember quite a long time ago you spoke (or wrote ?) about something like a procedural "tech progress" tree, which would involve researching pondering about things that would make real progress, on the one hand, and on the other hand knowledge travelling from places to places, with travelers, and thinkers; leaving isolated places backward, etc...
And I remember, too, you speaking/writing about "false" progress leading to nothing, false philosophy, heresy, spreading the same way

Am I inventing, or badly remembering, or is this still something on the table ?


Hi Toady, I think you missed my 1st January question :) (even if partially replied by FantasticDorf)
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Untrustedlife

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Re: Future of the Fortress
« Reply #6184 on: February 04, 2025, 10:07:36 am »

Iirc romance was waiting on a rework of gender and sexuality and relationships in general and being able to choose them for your adventurer character(s), and all the UI elements that come with dating simulation i bet. But I reckon the Boyfriend Dungeon team have some tips for that.

I imagine, if the player can't just force their character to love whoever they tell them to (i.e. your characters personality and desires can be overridden by your whims) there's a possibility of not being able to find a partner for them because they just hate everybody because you minmaxed their personality to avoid all needs (admittedly I sometimes do that exact thing)

But if the player can force them to love whoever they player wants them to, then you're just ignoring the character's simulated personality.
This reminds me of that bug where adventurers kept crying because their personality clashed with the player's murderous rampages. Definitely gives off major Kris from Deltarune vibes.
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aSpatula66

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Re: Future of the Fortress
« Reply #6185 on: February 04, 2025, 10:58:00 am »

This reminds me of that bug where adventurers kept crying because their personality clashed with the player's murderous rampages. Definitely gives off major Kris from Deltarune vibes.

Still happens afaik, I don't think it's a bug.
« Last Edit: February 04, 2025, 04:05:44 pm by aSpatula66 »
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jecowa

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Re: Future of the Fortress
« Reply #6186 on: February 04, 2025, 11:09:59 am »

The real demons are the players– literally possessing people to murder other people. 
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Toady One

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Re: Future of the Fortress
« Reply #6187 on: February 04, 2025, 03:59:56 pm »


Hi and happy new year !
I remember quite a long time ago you spoke (or wrote ?) about something like a procedural "tech progress" tree, which would involve researching pondering about things that would make real progress, on the one hand, and on the other hand knowledge travelling from places to places, with travelers, and thinkers; leaving isolated places backward, etc...
And I remember, too, you speaking/writing about "false" progress leading to nothing, false philosophy, heresy, spreading the same way

Am I inventing, or badly remembering, or is this still something on the table ?


Hi Toady, I think you missed my 1st January question :) (even if partially replied by FantasticDorf)

Ah whoops, looks like I missed a few up top.  Sec.

okay I've edited them into the top.
« Last Edit: February 04, 2025, 04:10:56 pm by Toady One »
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Egan_BW

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Re: Future of the Fortress
« Reply #6188 on: February 04, 2025, 06:52:00 pm »

Thanks for the (additional) answers!
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Rumrusher

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Re: Future of the Fortress
« Reply #6189 on: February 07, 2025, 05:57:09 am »

This reminds me of that bug where adventurers kept crying because their personality clashed with the player's murderous rampages. Definitely gives off major Kris from Deltarune vibes.

Still happens afaik, I don't think it's a bug.
yeah toady talk about that prior which lead to a big community understanding that adventurers all have a will of their own be it this discovery happen a bit before undertale and deltarune drop.
though it's mostly folks don't like seeing corpses and dead bodies and the high emotional moment makes them shed tears also they have their own personal relationship visual rep for others and can grow impatient or bored in a convo and wish it to end... on their side of the dialog menu.
on top of that this does line up with retiring them will let the adventurer go on and do their own thing.
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Enemjay

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Re: Future of the Fortress
« Reply #6190 on: February 07, 2025, 02:18:04 pm »

Q1: In the "Mythic artifacts and expanded artifacts framework" section of your development document, you mention "Automatons and magical prostheses". How do you envision magical automatons functioning? Would they resemble classic D&D golems, or would you give them your own unique spin? Would they be created by fort magicians and, if so, what duties would they perform—hauling, cleaning, patrolling, etc.?

Q2: Where are dimple cup dimples? A single dimple on the top of the cap? Dispersed throughout the surface of the cap?
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ryno

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Re: Future of the Fortress
« Reply #6191 on: February 07, 2025, 03:18:26 pm »

In the "Mythic artifacts and expanded artifacts framework" section of your development document, you mention "Automatons and magical prostheses". How do you envision magical automatons functioning? Would they resemble classic D&D golems, or would you give them your own unique spin? Would they be created by fort magicians and, if so, what duties would they perform—hauling, cleaning, patrolling, etc.?

the fact that automatons are actually mentioned on there is a crazy and awesome thing that i feel like rarely gets acknowledged or brought up. its perhaps improper to ask a question about that old dev page considering how soon we are apparently getting a new version of it, but i think this is a great question and i hope that weird fantasy-robot things survive the next draft.

it also brings to mind tarn's recent statement "If we don't get a chance to do a space game DF should be the space game", because again his willingness to not let the game be bound by genre is very inspiring. i would love for him to elaborate on this in general, so we will see how much this topic gets illuminated on the new dev page and if not then then i may submit questions pertaining to how far exactly he's willing to allow the realm of magic to act as a vehicle for science-fantasy themed systems and content.
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Fatace

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Re: Future of the Fortress
« Reply #6192 on: February 11, 2025, 06:57:29 am »

Spoiler warning to those who have not gotten a Mountainhome yet~~~



After some time of testing, I have come to notice that the 7 symbols and throne require to be made out of items that are either GENERATED or SPECIAL, and the value of said item seems to not matter....
Out of curiosity, could this be tweaked for the items(symbols) to take in consideration the value of an item as well instead of just GENERATED/SPECIAL metals? Seems odd, but funny that a king would want adamantine or divine metals, but will turn a blind eye to an item that holds more value than a divine artifact. I would assume that artifacts with the value over 20k(ingame) would suffice as a symbol, or possible raw wise a material that holds a value over around 100 mat value would suffice possibly too. The more I looked into this, it is entirely possible to still avoid digging through the pillars to fulfill the king... by raiding vaults.

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Eric Blank

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Re: Future of the Fortress
« Reply #6193 on: February 11, 2025, 03:28:38 pm »

That sounds like a good suggestion especially for worlds where you disabled special and divine materials, but i think the requirement is there for those materials because it's the origin of the material, not its monetary value, that makes it a symbol of your power and prestige. It's divine.
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TheFlame52

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Re: Future of the Fortress
« Reply #6194 on: February 11, 2025, 04:37:42 pm »

Perhaps the king could accept artifacts as well?
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