Every so often a dwarf can "remember/relive/dwell upon" the memory, if their personality leans toward the given emotion (positive or negative), and receive an additional stress change.
In the devblog on memories, you mentioned that the thoughts dwarves dwell upon depend on the personality of the dwarves. Does that mean we can mod stress impact levels indirectly by altering personality raws? Or would that only result in subtle shifts overall?
As an example, one of my citizens "believes taking time off to relax is evil" (or something very similar, not in front of my computer right now). How much less impact is socializing giving him than a regular dorf who loves merrymaking?
<The quote> theoretically should mean that personalities leaning towards violence and killing stuff, should get positive reactions from dead bodies.
But I'm pretty sure the personality system isn't that flexible. I was just wondering how flexible it could be. And how much personality could actually shift stress impact (besides 'not prone to stress').
Yeah, there's only a certain amount of flexibility to the initial emotions (as you can see in play already, a few situations lead to a dozen emotions, but most only lead to 1-3 right now, as it's all done by hand; but personality has a large effect on initial emotion sometimes.) For the new resurfacing mechanism, it takes the type of emotion vs. some of the facets to see if it should be allowed back up. So for instance, if somebody has a high anxiety propensity, their mortified, worried, nervous etc. memories will come up more often. If you turn anxiety propensity down, you'll see those particular ones less in the long-term memory system. If you turned somebody's anxiety propensity all the way down to zero, they shouldn't have horror memories in the long term at all; however, this means they will also never process them (I'm not sure what I think of this, but it's a side effect of the current system; no struggle, no growth.)
It also uses anger propensity, hate propensity, depression propensity (both high and low), cheerfulness, love, lust, vengefulness, excitement-seeking, leisurely vs. frenetic, envy propensity, sense of gratitude, sense of humor and pride, based on which emotion is trying to resurface. A few emotions can't currently be blocked, like nostalgia, amazement, and ambivalence, as I didn't immediately find proper pairings. Values do not currently effect what resurfaces, as it is meant to be more visceral, but values can be changed by the process.
Stress vulnerability doesn't come up based on the emotion type, but only afterward during the actual stress addition. So a high anxiety person will have certain thoughts resurface a lot, and process them, but they won't be damaged by them if they aren't vulnerable to stress; this fact isn't reflected well in the thought text.
1. Of the pre myth and magic update feature candidates remaining which ones if any of them do you think will enhance the first pass of the myth and magic update? For example one recently added feature that might enhance the first pass is being able to see what our adventurers are thinking which may be affected by magic.
2. What types of mages do you think will be available to play as in the first pass of the myth and magic update and which do you think will have to wait till the second pass? Also I'd like to hear your reasoning for this answer.
3. In the myth and magic update will new types structures be generated for housing magical artifacts that aren't directly tied to an existing civilization? For example a temple created by gods to house a magic staff.
4. In terms of the magic items that don't seem to be artificially made such as the example of the cosmic egg pieces how do you plan to handle their placement assuming there's no artificial structure made to house them? Can an adventurer just be walking through the woods and find a powerful magic item just lying on the ground?
1. Hill sites, sieges, mounts/pets, parties, off-site adv squads, better quests, villains, strongholds... so, all of it pretty much? He he he. They were chosen for a reason.
2. I haven't committed here because I don't know. It's going to involve a lot of interplay with the existing codebase, and I can't guess how that's going to play out in most cases from this distance, so it's important to maintain some flexibility and not over-promise before I start.
3. PatrikLundell mentioned vaults, and other places will certainly come in myths.
4. Yeah, that's possible; but part of the hope is that if they are that common, they'd be integrated into every nearby civilization as well, so 'powerful' would be relative. Civilizations in world gen already use their local environment, and this would (hopefully) just be an extension of that in many cases.
At its current state, how feasible would it be to convert biome generation into a raw-based system? Have you considered this in the past?
PatrikLundell addressed all the basics -- this would require some scripting or special tags and would be a bit difficult, for the natural biomes, as it isn't just based on rainfall, drainage, temperature etc., but also a few other factors. On the other hand, supernatural regions and so forth are going to be drifting both proc and raw-ward as we get into the magical stuff.
Do you plan to expand adventurer banditry? (Right now when you join a bandit gang the bandit leader basically acts just like a lord and gives you the same tasks as a lord which don't always make much sense for a bandit)
I'm not sure if anything will happen here until the distant crime/justice stuff, and whatever economy exists by that time would also help and might lead to some precursors on the thievery spectrum. Certain subsets are possible earlier, ones just based on violence or taking over a town.
Can non-dwarf citizens of your civilization come to your fort as migrants? If not, why can't they?
If I recollect, this was turned off just so people wouldn't have to deal with the sizing of clothing and so forth, as we didn't know if that would work at all. I haven't really followed up on this part of it. Other than that, there's a slight immersion issue that maybe should wait for a bit of exposition? It doesn't seem as serious now as previously. But it should explain to new players why they are only getting elves and goblins if that's in fact what happens in a given world, as it would be very confusing otherwise, given the title of the game.
Farther into the horizon:
Do you like the idea of actually generating the music that dwarves make and playing it during gameplay? Do you think using tools like Magenta make it feasible?
Right now however:
Will visitors and diplomats be able to start trouble? Will we be able to punish visitors and maybe demand reparations from a diplomats civilization?
I don't think I'm ever going to try to produce actual audio (or longer texts.) Other priorities feel more important. It feels more like a graphics category, although it would be cool and fun to play with, judging from bits of it in the past I've done elsewhere.
We don't have near term plans for that sort of thing. The villains stuff is the closest to complex or interesting ties in the nearer term.
What happened to DF talk? Was it more that it's difficult to organize with you and rainseeker/captain being busy or is it more that you ran out of questions and topics to discuss?
There are a lot of things at play; mainly, we got overambitious about what we wanted to do with it a while ago, since we were out of simple topics, and then I got cold feet on, for instance, trying to interview roguelike developers and so forth, as I'd certainly screw up the audio, which is fine when it is just us losing our own recorded two hours, but not other people's. Then we didn't really have other simple ideas, and others were too complex for what we actually had time and energy for, and nothing has really moved on it. All on Zach and I, not Capn/rainseeker.
1. In terms of magical crafting in the first pass of the myth and magic update will there be forms of magic crafting that require stationary work areas such as an alchemy lab or run scribing table? If so would an adventurer in those worlds be able to participate in magic crafting if they found one of those work areas or would such crafting be fortress mode only?
2. Will it be possible in some worlds for civilizations to create magic buildings for use defending or improving the well being of their sites? For example a magic savvy civilization might make a tower to put a force field around their sites to keep unwanted visitors out or a tower that improves crop yield in their farms?
3. In the first pass of the myth and magic update might some forms of magic be affected by what an adventurer is feeling? For example one magic might be more effective if an adventurer is happy and less if they are sad?
4. Might our adventurer's relationships with npcs in the first pass of the myth and magic update affect how effective some forms of magic are? For example a harming spell might be more effective against someone you really hate?
PatrikLundell said "It's probably too early to say what will and what will not appear in the *first* Myth & Magic arc," and I'd like to emphasize that; for many questions, I'm just not going to be able to provide a timeline, though we've committed to certain bits or themes for the first pass.
1. On the one hand, adventurers can't use most workshops and the most industrialized magic forms might end up falling into this pattern. However, on the other, we'd be pretty invested in having adventurer involvement throughout here.
2+3+4. For each of these, it's all fair, and there are related current structures and in particular some interaction effects already in place that are close neighbors, but it's not clear what'll happen first.
1. Since the magic update plans to include the possibility of entire regions changing due to magical influence, would it be possible to apply this system to simulate more gradual, natural regional changes? For example, desertification, rivers changing course, glaciers advancing and receding, etc. (this question might have been asked before, if it was, feel free to disregard it)
2. Currently, worldgen adventurers seem to be able to recover artifacts from ruined sites. Would it be possible to expand their behavior to also include the generalized ability to behave as looters and steal regular items? Right now, it seems that a site can be abandoned for a thousand years and it'll still have all of it's fine steel equipment neatly piled up in the barracks, untouched.
3. Is some kind of ruin overhaul in the plans for the next few releases in general, in the sense of actually simulating decay through the ages? Right now, they just feel like ordinary sites, just without any inhabitants.
4. Will world-ending artifacts be a thing? How would they be balanced?
1. As stated above, biomes specifically are a bit tricky, but, yeah, there would be similarities in how it might work. There isn't much of an issue with just changing the data, since it is all just sitting there, really, but some of the knock-on effects to already-generated smaller scale maps might be somewhat uncomfortable or totally broken, so there needs to be some care, and this is compounded by some of the biome interlinks (as opposed to special magical properties; though I imagine that'll have its own weird problems.)
2. There aren't really regular items to steal in a satisfactory way. We have the worldgen economic stockpiles, which are static and not added to by post worldgen production, and we have the tribute, which is more abstract. This isn't a system I want to add too many tendrils to without just doing the economy properly.
3. There is supposed to be moss and the degradation of structures, but perhaps the timers are off, especially in human-style sites (as opposed to forts), and even in forts, the types of constructions aren't the sort that degrade correctly. So it's in a sort of weird spot; there are some mechanisms, but they aren't properly applied or broad enough. I'm not sure what we'll see. "for the next few release" I doubt anything here.
4. We've talked a bit in the past about world ending disasters and how that generally is a problem if it happens off site and you have no say in it. We're not against it in theory, but there has to be some care and stage-setting involved. I imagine some people will just want to run with it, and in the silliest case, the world would end before world gen is even over. I'm cool with that, if those settings are selected; you could read the legends and be edified about folly and inevitability. However, I imagine the default setting would be more along the lines of "must be public multi-year plot by villainous serial expositor which can also be put back in the jar for a while after it's obvious what's going on, but these pre-end effects can be very gnarly" or something.
Now that memories can change a dwarf's personality facets, what kinds of changes will we most likely see? Will specific memories be much more likely to change facets tied to the kind of memory, or will it be more random? Will this happen at all during world-gen?
We'll have to see what people see more of! I don't really have any idea which are more frequent. The changes are linked to the specific type of event; it isn't purely random. There's an argument for the pure randomness, and it would be a lot faster to implement as I had to go through lists of hundreds of items one by one, but right now I like the feeling of having some clue as to why a facet might be linked to a given change. This might loosen up if things get too samey, though instead of full randomization I'd prefer to add more information about the change on other axes.
Will the player be able to become the master and hire there own apprentices.
I have no timeline for the adventurer here. Naturally, it would be cool and we've thought about it in a few contexts (not just the magic release.)
Hi Toady, a question about the myth generator (not that you were lacking any).
Do you intend to allow the forces / tools / aspects of deities to be personified?
Like the loom used to shape fate being both a loom and an individual.
If so, how do you think you'll make it reliably interesting?
These are reasonable things, but I'm not sure what's going to happen the first time through. We're going to code things with an eye toward having multiple manifestations for the same X, but like the current soul array that has been in every creature for many years, it's not clear when it'll be used at full power. But yeah, we do have a number of scenarios we definitely want to support, and deity manifestations and intelligent items of various kinds are among them.
Is there any plans in the near future to be able to get skilled craftsmen in the visitors who can petition to stay for work?
Aside from the same-civ immigrants, who are often skilled? There isn't really a class of wandering workers at this point, and most of them are non-historical, but I imagine forms of immigration will open up more and more, especially with the new near-fort settlements.
I was going over the development page and got extremely excited when I read "Bringing back lost deities/titans". I then realized that this specific item is under the section for Creation Myths. Still a really neat thing I look forward to but it got me wondering;
Are there plans or thoughts on "Bringing back lost deities/titans" as something achievable in fortress mode? I've done a little digging and cant find if there are plans (or not) for major 'ritual'-type goals for fortress mode.
Would such rituals be possible for NPCs in addition to players? The dev log seemed kinda vague on that. IMO magic-based cults attempting to resurrect lost titans of the ancient world would be really cool villains for adventurers to face on occasion.
Shonai_Dweller mentioned that this sort of change is an in-game goal, and that rituals would be likely in both modes. This is correct, and I wanted to elaborate a bit. As usual, not everything will straddle the mode transitions completely at first, but having post-worldgen change is one of the few first release guarantees. Here, as elsewhere, and now extended, 'modes' mean (I think) 'creation up to having a map', 'historical worldgen with maps', 'post-worldgen off-screen play' (your squads or others, in the two resolutions of fully abstract and partially-loaded site maps at the adv travel scale), 'player fortress', 'player adventurer' and 'on-screen AI'. The game has always been spotty about making those modes fully consistent, for a variety of reasons (some of them compelling in the Not Enough Time or Resources sense, but often just flukes and oversights.) The goal is to support rituals everywhere. It's also useful that your fortress can now act off-site, so you might still have a chance to perform a ritual that requires you to go far afield.
Cults currently exist in the form of vampire cults, is it planned for there to be "cults" formed around titans and such that will use the myth system and actually actively try to bring back their masters, there was a threetoe story about this
http://bay12games.com/dwarves/story/tt_wedding.html
"Wedding of Doom"
Is this something we can be pretty sure we will be seeing in the magic update
Will vampire cults try to bring back their masters?
Or will these things be kept at an individual rather then collective level. (eg the cult wont work together towards this common goal but instead individuals will try to do it on their own)
One more question (yes i know ive been on a bit of a question spree )
After seeing a weird screenshot on the adventure mode subforum I have a observation: Bogeymen no longer make any sense now that individual AI adventurers are wandering around taking on quests for artifacts and killing things and not being attacked by bogeymen (it also means if say you and an AI both had a quest for an artifact that was hidden in an old swamp the AI has a better chance (unfair advantage) at finding it since they dont need to stop in a town). Any plans to rework that mechanic for it to make more sense and so that human players are no longer the only adventurers actually effected by this. (also for those who dont know, yes AI adventurers now take on artifact quests just like players while you are playing)
Part of the point of (possibly) getting to the villains before magic is to get these gears turning a bit. Both individuals and groups should have a role to play. So yeah, hopefully we'll have some good stuff here! Not guaranteeing anything particular here on the first pass, of course.
Yeah, it hasn't been handled consistently and it has always been kind of a problem. Something will happen by the first magic release, but I'm not sure about before then.
If the primary method of founding the new government if from the handful of soldiers you send, outside the defined next release (as the devlog explains, thin for good measure) would you be able to manually "claim" empty settlements using civilian populations as a peaceful option given that the player can already send missions out to destroyed settlements to scavenge?
May or may not be worth fighting a resident dragon angrily guarding its clutch and loot who razed it in the first place, who knows? Im aware it sounds a tinge suggestiony but i guess its virtually similar to the reclaimation methods we have currently and what is already proposed so i may as well ask for the sake of picking your brains and what intention you might have going forward with the remaining hill dwarf goals. And i guess finally..
Will there be any inssurection interactions with your imposed group on the existing population?
It doesn't currently work that way, as the site administration is a raid option. For the 'explore' case, it's not present. However, reclaim squads are definitely much closer to being a reality now, as are player-driven site foundations from scratch beyond the initial embark.
I don't have any additional information on insurrections yet.