1- Can we expect from agents/inflitrators, at any point of the developement, to act as if they had knowledge of the consequences of their actions? Or asked in another way: what tools will these characters have to identify appropriate ways of acting? Will we see things like some traitor opening our gates to an invading army, trying to pull whatever lever that should not be touched or realeasing dangereous creatures from cages? What about all at the same time (like, aiming to create a diversion)?
2- Leaving aside practical examples, what limits do you expect these tools actually will have for this next release?
Keeping in mind what you said elsewhere about not wanting to give too much away:
Given that vampires and grudge-holders can currently file false witness reports, and vampires hide their supernatural physical attributes when they aren't in mortal danger, I suspect other such are on the table.
There are lots of limits on what we can do; I'm not quite sure what you mean. The main limits for this sort of thing are time and the cpu, but beyond that, spatial analysis and pattern analysis can be tricky. Take your lever example: thinking about animal release is easy, identifying an animal release trap that would just kill the lever puller (which has been set up by the clever player) is harder -- for this specific example, which we'd naturally been considering (given gremlins), we had thought about having the treacherous dwarf prioritize levers which had been pulled previously. That's knowledge which it would be fair for them to have, would still possibly gum up the works, and also be less risky for them. The downside there would be it cutting out many levers we'd want pulled. For invasion gates, the spatial analysis can be tricky, but a simple component test on a soldier vs. the other side of the lever's door would be sufficient for many cases. It just has to work sometimes for it to be good story fodder; it would be additionally good if the failed cases aren't overplayed with e.g. dramatic announcements. We'll be feeling it out as we go.
So, given it seems you can encounter non-questors taking the identity of criminal, and it seems they might not always actually have a criminal record, what even is the justification for them being labelled criminals?
I have encountered NPCs who don't APPEAR to be artifact hunters, but have nonetheless assumed an identity as a self-labelled criminal, nor do they end up with an association with local criminal gangs.
They are criminals the same way peddlers are peddlers. It's abstractly true, but they don't do anything yet. This is the case for all the adventure civilian dwarf-style professions as well, except for a certain few that actually contributed to stockpiles in world gen (and no longer contribute once world gen is complete.)
With future world generation changes making it more fantastic - less Earthlike - will things such as randomized biomes be possible? e.g. could you have a more erratic world that has fiery swamps -associated with Fire, Muck, and Peace- full of unicorns and satyrs, or a forest -associated with Healing, Darkness, and Defomority- that periodically has healing rain in addition to ogres and procgenned monsters?
Manveru Taurënér:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7822112#msg7822112So on the case of these deities/titans/ect being physical, would it be possible for one to migrate/petition to join a fort or integrate itself into a civ in some form phsyically (like becoming king/queen of the dwarves) or even start up their own civ with themselves at the head of it?
Tinnucorch:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7822142#msg7822142Rockphed:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7822179#msg7822179Yes, we used to have those impersonators more regularly, which doesn't exactly imply the real thing would ever happen, but it's certainly reasonable, given a deity with the proper body and motivations.
Is it possible that the villain update might bring a unique purpose to the venoms by allowing schemes to involve a poisoning of a target or the fort's food supply?
Death Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7822765#msg7822765To what extent do worldgen/mission battles currently take gear into account? I understand that it's done at least in some basic sense, but does it just compare skill/quality/material or does it do some more complex calculations? For example, will a dwarf with a copper hammer have a good chance against an armoured opponent like he does in fort mode or will he lose because copper is a "bad" metal? And if I mod some overpowered 1-shot-kill weapon, will that be reflected in the battles or will it treat it like every other weapon?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7823501#msg7823501It doesn't do the same calculations that it does in in-play battles, as that would be a cpu killer, but it does use numbers based on the edge and impact fracture, I believe, for weapons and armor items that were worn on map exit. It can certainly be improved, but it can't become much more complicated at the risk of losing speed. Once we can finally move the camera to view squad battles, this won't matter anymore for the important fort-related battles.
For next release, will do concept villain influence in dwarf relationships? Currently, in fortress mode is frequent that there were friendship or love between dwarfs, but it is difficult seeying grudge or hostility among themselves. I believe that is a good oportunitue for exploring or adding some negative traits to relationships.
This thinking carries me to another cuestion; are or will are relationships mechanics and villain mechanics tightly united? Or do they got separated treatment in DF?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7823545#msg7823545Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7823835#msg7823835As far as negative relationships, I'm not sure how much we'll be adding any new ones in the fort, but certain of the new links formed out in the world will involve them. They might be harder to bring over to the fort if they involve aspects of law or business which aren't yet simulated there.
How's life?
I'm recovering!
Do raids take into account creature size/growth? Cave dragons are hatched the size of foxes and grow until they're 1000 year old, when they are huge killing machines. Will my small, young cave dragons fight like full-grown cave dragons off map?
Yeah, it looks at the age in days of the historical figure and plots it on the caste growth line.
Old version of question addressed by:
KittyTac:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7823992#msg7823992ZM5:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7824180#msg7824180Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7824462#msg7824462Having experienced quite a lot of rather exotic ones, and being a programmer myself, I'm really passionate about bugs in Dwarf Fortress whenever I get back into it. What is the best way that I can help you fix them? Is posting on Mantis kind of the limit of what is useful for you/possible for me, or are there tools I could use to narrow down causes?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7824062#msg7824062In addition, there have been cases where people have isolated causes based on diving into binaries and memory and that sort of thing, as the game is running I guess, and that's been helpful, but is quite beyond the limits of simple reporting and enters heroic territory. Also Patrik is correct that bugs that look easier to fix are fixed faster, generally, though I will spill a lot of time into crash/etc. bugs regardless of how patchy the reports are if there's any kind of hope of reproducing and/or fixing them.
Have you ever considered chopping the title down to just "Dwarf Fortress"?
Not that I would recommend it or think it's a good idea, I'm just curious if you ever actually had thought about it, and what those thoughts were.
Yeah, we've considered it from time to time. It's certainly the most reasonable name for the game at this point. Mostly inertia, I guess? Concern for Wikipedia editors?
1. In the prototype Myth Generator that was shown a while back, many of the innate magic systems involved the user drawing a Force that their race was linked to into themselves to use magic. Could an innate magic user use the Force as "fuel" for other magic outside of their innate capabilities?
2. Could another wizard seek to use objects/powers/whatever linked to the Force to manipulate it while it is "inside" of an innate wizard?
3. Would magic/soul eating critters be more attracted to innate magic users? More so when they are actually using their powers?
4. Kind of an extension of 1 and 2, could an innate wizard fuel other people's magic using a force?
5. Would a character channeling a force innately experience properties like weaknesses based on the force, outside of corruption? (like how were beasts have vulnerabilities while transformed)
6. Could a character try to find ways to draw power out of divine artifacts and whatnot, in a similar fashion to 1, 2, and 4?
7. Could supernatural devices be altered/corrupted?
8. If a race has some form of ancestor worship or something like that, and they are descended from a precursor race, could spirits of the precursor race show up alongside "normal" ancestors?
9. If people have innate magic from a supernatural ancestor, would those powers be self-contained, or would you have (at least in some situations) powers channeled from, and therefor reliant upon, the ancestor?
10. Would innate powers from an ancestor be based on what the ancestor can do, or would new powers be generated? (based on the mixing of the bloodlines or whatnot)
11. Could innate powers from an ancestor be extracted from blood or other bodily bits?
12. Would magical bloodlines be considered "blessed" or "cursed" based on the origin of the powers? (that guy is descended from a god we don't like, shun him!)
Edit:
b1. Will "sleeping" creatures be able to act during myth gen without/before waking up. Like their sleeping consciousness can do stuff outside the body, possibly with or without them realizing it?
b2. In the myth gen, the concept of souls as a microcosm was unveiled. That made me wonder, could the "souls" of some supernatural creatures (demons, spirits, ect.) function as "mini" planes of existence? I understand it would be a while before traveling to other planes isn't in the near future, but could there still be situations where a creature can store things like other souls, or even physical objects within themselves?
b3. Related to b2, could some creatures/races be created as an embodiment/manifestation of a given plane of existence?
1. Like two different mana pools that can feed into a set of common spells? It would need to be accounted for and there's no guarantee of that at first in generated systems, but it would be supported I suspect.
2. The prototype had states of linkage with the various forces, and those were prerequisites of certain spells. Having that be a prereq for somebody else's spells is much like #1.
3. Possibly unwanted attention from supernatural powers is a common side effect and I expect things along these lines.
4. Group magic is a topic, but I haven't thought much about the specifics of implementation. It's possible this would be supported; I'm not sure it would be generated at first.
5. No specific plans here yet.
6. This seems likely, but maybe after a first pass; there's a constellation of reagents and charges (e.g. wands) and crafting that points to underlying systems where certain magic may end up being transferrable or exhaustible to power other effects, but as with many things, it's unclear how this will be expressed in the initial systems.
7. On the table, but it's reliant on having them in the first place, which'll be the initial goal.
8. Hmm, by the numbers I feel this would get missed for non-historical people (on index comparison), but it also involves understanding exactly what the transition point looks like -- if there are parent linkages in historical figures crossing through the races, the precursors would get picked up naturally. So famous people would be more likely to get it, as the code for families currently stands. However, doing half-X etc. people has been notoriously difficult for us, so it does depend on the implementation.
9. It's quite similar to the deity/priest question. In some models, the deity is capricious or requires some kind of 'conscious' participation. In others, the deity is only nominally involved. The structure here probably carry over to other systems with any personified supernatural enabler.
10. If a bloodline is mixed, you'd have two whole sets of ancestors, so I imagine you'd get multiple power sets automatically, but it depends on the specifics of how it worked in the first place, which would be highly variable, as in #9.
11. This seems like a reasonable system, but not clear on such specifics for the first pass.
12. What people think of magic generally is very likely, what specific variables they'll look at and the variety of opinions they'll hold is more dev-time-dependent.
b1. This is a common-enough thing, I think, and dreams come up in the prototype. We'll have to see if that language survives or what implementations we get at first though.
b2/b3. Yeah, this is the idea. The stranger the better once the universe works this way. It's the sort of cosmology computers can handle well until you create a loop or delete something unexpected, then we can all enjoy freezes and crashes together, like a sugar-fueled cryomancer.
Are you ever afraid of disappointing people who see the Myth and Magic update as a "you can do literally anything!" game similar to what happened with games like Spore and No Man's Sky?
The update has been planned for such a long time and spawned quite the sizeable amount of questions and speculations which probably built up pretty high expectations in people.
Would you say you mainly develop DF for yourself or for the players or is it an even split?
Nah, I'm not worried about hype. We do a lot of anti-hype and expectation setting in the logs and here in FotF, and I don't think things are out of control.
It's too complicated now for me to tease those motivations apart. What would be a good thought experiment? If everybody wanted something I didn't want, would I put it in? Even that needs some more detail, as I've put in usability stuff in the past I wouldn't personally use, as I recall, and don't think that answers the question. It's more like... everybody wanting something that runs contrary to the vision? When have I ever done that... I don't remember. But it's hard to judge who wants what anyway, and a lot of the discrepancies can be solved by modding (e.g. goblins eating, etc.)
How do you guys not get absolutely overwhelmed with the amount of ideas and contents this game has/will have? I'm developing my own roguelike and I get really overwhelmed with my own ideas.
A game will pretty much always have more admittable ideas than you can work on (not that all of them are strictly improvements.) Learning to prioritize, working on the best small-enough chunks, is an important skill, one we've obviously screwed up repeatedly. Still, we spend a lot of time organizing, categorizing, deciding where certain feature pushes fit in and how they layer. Lots of paper tablets used up around here.
Now that Fortress Mode is much more connected to the rest of the world, are you planning to have dwarves leave player fortresses if conditions get too bad/it no longer has a good profit/population ratio? Many real-word cities died out not because they were attacked, but because trade routes dried up and people simply left.
Of course, there would have to be ways for players to make sure certain dwarves were the least likely to leave -- perhaps dwarves that were very happy or made lots of money for the fortress would be much more likely to stay.
I recall mentioning that this is becoming more and more on the table in response to a question a month or two ago, and I think that's still true. It's almost a matter of finding a time to do it rather than needing any large features at this point.
I understand that reconciling fort mode and adventure mode having different time scales is a current ongoing project that is being considered tentatively. However, I just noticed that there might be an issue with it, particularly concerning the Economy update on the menu some few years for now. Do you happen to have any ideas on how to short term or long term approach an issue that will likely happen: that adventure mode food consumption would be much more rapid than dwarf/legend mode?
Yeah, 'considered tentatively' is still almost too strong. I don't think the time scales can be reconciled, and I think it will always cause problems. With food, world gen already uses the adv mode consumption level for all sites, and I think that's a good enough way to continue. This means a player fortress by itself can't become a food exporter, but that's thematically fine. The issue maybe then becomes having abundant food outside the fort, enough for the dwarves to live on easily even in barren areas, and not having to pay/tax as much as you normally would to overcome potential starvation, and having food import be way more practical than hunting or farming. I don't think this is a major issue, though it's clearly not perfect.
Where will we see these (tacky) villainous names show up? I'm pretty sure we will see them if we start unraveling plots, but will we also see them when a death squad comes to put an end to our interference? Will we hear of their alias when told of troubles ("Bloodmist the Evil sends his goons to harass us, but none know where he hails from" type of conversation)?
We're going to try to work them in all over in the exposition, yeah. The name by itself shouldn't jump you up the villain chain at all, without additional evidence, and it's important to use them when we can.
A question that came to mind regarding the mounts - do you think you'll implement a token that'd make it so that a creature cannot be mounted by other creatures past a certain size?
We have to do something at some point, though sizes have been a weak point of DF from the beginning and I don't anticipate getting to it this time.
You mentioned a dwarven mayor "unusually obsessed with intrigue." Does this arise from the current personality traits and values, or a new factor? Will the most intrigue-obsessed individuals carry out plans even when they don't care about the objective, just for the sake of plotting and scheming?
Villains can potentially infiltrate your fort by recruiting citizens, and even officials, but will masterminds also be able to arise within the fort on their own initiative? Could a sneaky, ambitious dwarf establish and build a world-spanning conspiracy right under the player's nose, or will the network always start off-site (unless created by the player, of course)?
This was based off the current stuff. Values 'cunning' is convenient here, as well as anxiety and not trusting people. I don't yet have it as a specific hobby. Yeah, intrigue-obsessed people don't need an excuse.
Hmm, I can't tell you if one of your own dwarves could become a mastermind yet, as I haven't implemented the on-site agent behavior. It's actually possible that it could be possible, by accident, as it were. The dwarf in question would certainly be in the 'villain pool', and the recruiting code would also be active (as on-site agents will need it.) Technically, that's almost all they would need. The missing element would be the ability to send people away, as we don't let your dwarves leave of their own accord yet, so they might become reliant on travelers. Once dwarves can leave, that restriction would be lifted.
Will all villains have "evil" motivations, or will some of them mean well? If so, will they still use the same tacky names as normal villains?
To build off this: If the good folks aren't going to use those kinds of names... CAN they? Please?
I don't think there'll be any altruistic schemes to better the community right now. It'll depend more on how you interpret motives like revenge. When the general title system gets expanded we'll probably see more of what you are looking for name-wise.
In the army arc, if an off-map army is sent to defend against an invader and loses, will they retreat to your fortress, any nearby settlement, or just sort of disappear?
They will likely return home if they aren't captured or destroyed, the way it works now.
What is your opinion on balancing DF?
Death Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7833129#msg7833129I really do need more to work with. What are we even balancing here? It's not a competitive game and there aren't a bunch of classes/characters like in a MOBA or something. The new magic systems will intentionally alter most aspects of vanilla balance. At the same time, we care about getting, e.g. material data correct. Certain weapons like whips seem like they should be way weaker and completely impractical, but there's a certain role for 'heroic individualized weapons' in this genre, in which case some bit of artificial balance might be preferred. Having history always turn out the same way because one of the civs is way better than others is a potential concern and currently a bit messed up, but the tools we use for that are partially in the magic category anyway.
What is your opinion on playing (and starting as) important historical figures such as rulers and priests? Should there be a setting for that? Will the setting default to OFF?
When we tab to a party member, will we be able to control them directly, or simply give them general orders? Will we be able to "switch" to them?
Assuming we are still concerned about the player abusing their ability to switch to historical characters by taking control of an enemy leader and committing suicide or intentionally making bad decisions, making the player "unlock" historical figures by gaining their loyalty or admiration as an earlier adventurer could be a way of balancing that, by making sure the player has some "investment" in the story of that group before allowing them to possess its leaders.
If powerful historical figures are playable by default, will there be any method of preventing players from taking control of an enemy leader and committing suicide or intentionally making bad decisions, or is that just not a concern?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7833147#msg7833147Yeah, I'm sure I've addressed elsewhere how this ought to be a world setting. Defaults are complicated and I don't have a strong opinion at this point. I can understand not wanting to be tempted to ruin a world, say, but there's also a richness to certain implementations of the feature that shouldn't be ignored; not bouncing between rulers to screw things up (though that can be fun), but playing, say, a human civ leader until death/end of rule, then playing a goblin civ leader until death/end of rule, etc, seeing how things turn out and play off each other; that's the kind of fascinating experience we want to encourage people to explore. Not all characters need to be fresh in the world. That said, taking over rulers is the hardest case, as it requires a lot of features we're only just now getting into and won't be far along with for years and years.
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7839823#msg7839823Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7839824#msg7839824IndigoFenix (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7839846#msg7839846Death Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7840864#msg7840864KittyTac:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7840870#msg7840870I do think the loyalty/party-induction method isn't a bad middle-ground setting between "no takeovers" and "take over anybody," but I think they should all be permitted as settings. If somebody wants to take over anybody, I don't think there should be restrictions on what they can do, as I imagine that's the point of choosing that setting, though of course there's room for two different settings here, where you can take anybody over, but there are heavy restrictions on how that works; as you say, this isn't necessarily easy, when it comes to behavioral restrictions, but restrictions like "must control for X years" is something -- if somebody wants that restriction for story purposes, suicide/etc. isn't a concern, since they've opted-in to the ruleset in the first place.