"Are the militaristic mercenary groups viable candidates in the future for alternative starting fort scenarios, they seem pretty fleshed out compared to other groups in a self sufficient way besides say- a travelling band of minstrels" Auldsmen we still haven't got a lot of coverage of, we've seen traders, prophets, mercenaries but only the hints of the honest workers of the guilds.
A second tangental question towing the line of a suggestion i guess: "Will auldsmen also have favourite items contrary to their fluffily assigned 'jobs' that they specialise in or am i reading too much into it based of merc's?" here's to thinking contracting a guildmember with a penchant for scimitars (T&C's apply) could be put to work equipping your dwarves just by being a hired specialist to equip them with freshly forged arms, save them just being a tad useless apprenticeship workshop and maybe a background industrial presence in W.G but we'll see what comes out in devlogs i guess.
Certainly we've gotten a little out ahead of the status/subgroups/etc. release, and some of the things we've been doing now set the stage for that. Having a fortress that starts as a mercenary group stronghold would work, as with the religious and mining company etc. possible start -- or mixtures, such as the religious military orders. We'll eventually be understanding much more about why the initial group of dwarves is doing what they are doing, whether that's seven dwarves with a wagon or something else.
Yeah, I'm open to making guildmembers (or workers in general) more interesting at some point. People have favorite items generally, and general skills like "weaponsmith", and it would make sense for there to be some more information there. I haven't done anything with the guilds and their products the same way I have with merc items; the guilds are tied in to the w.g. economy already, so additions there will be more involved when we do get around to them. Similarly, if merc groups actually had to source their specialty items rather than just getting them, there would be complications. Hopefully we can get to all of it sometime.
Now question,will the mode of Legends change, now without utilities difficult
Why dwarves are only defending, I thought that after the last release they will attack
I heard that you want to change the legends mode, is it possible to do so that in the games themselves they see how some of the known information is wobbling and when exporting there was all the information in XML dump
How do you think when the game is ready in your opinion
People have already started to think when magic and myths will come out in a special topic, you have a date when you want to get an update?
What is your development plan now? Release the villainous update, myths and magic in parts and then what will you do?
Did you ever think of throwing a game?
How long now is the generation of the world now? And in general, the performance of the dwarf fortress
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7924864#msg7924864Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7924867#msg7924867Death Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7924937#msg7924937Aid (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7925221#msg7925221I think the first question was handled in the links above.
Is the attack/defense bit about world gen dwarf attacks? I'm not sure what the current state is. I vaguely recall changing something, but perhaps it's not fixed.
I didn't understand the wobbling part.
Ready, like 1.0? Or any given release? 1.0 is currently based on a point system from some old notes. As we've seen in the upcoming version and others, those don't encompass everything we're going to do, but that's still how I update the numbers. In that way, 1.0 is not an incredibly important distinction; if we ever make it there, we can celebrate, then just keep working. For each individual release, we just have a list of the main points we want to hit upon, and try to stick with it.
I don't have a date set for the magic release. It's going to be one of the longest waits for a release due to the core changes that must be made to get even the basic features to work.
Yeah, that's right -- once the dust settles with the villains etc. etc., there will be one or more myth/magic releases, and then after that the current plan is to do the embark situation/property/status/laws/customs/etc. framework release(s). After that, we don't have an ordered plan.
I didn't understand the throwing part.
I'm not sure what you mean by how long or which performance parameters you are concerned with. Certainly villains demand some resources, but it's not terrible; I've been running out histories into the hundreds of years for these dev logs without any new problems (not that it was super-fast to do that in a medium world previously.)
Can mercenary companies downgrade some of their equipment to stay afloat for a while, or is that not something they consider?
Does the equipment belong to the company, or is it awarded to individuals?
therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7925059#msg7925059Yeah, the equipment is given to individuals for now, which is very kind. There's also the company-wide level, so if a non-historical mercenary is ever elevated to historical status, they'll have equipment (becoming their own individual equipment) in line with company standards. The non-historical squads used in battles also benefit from company equipment levels.
I'd considered doing downgrades to pay off debts, but I'm just letting it float for now. Being broke generally happens before they get into the equipment business at this point, but it'll probably be a good thing to update.
I only just now realized, why does the adventurer carpentry menu allow you to craft splints, bins, cabinets, and other items you can't use or build with?
If it was just a straight conversion of the carpenter's workshop's contents it'd make sense, but you correctly omitted being able to make cages (useless in adventure mode as far as I can determine), along with a lot of furniture items you can't place in the construction menu, but ALSO omitted animal traps (available from a carpenter's workshop in fort mode, and useful in adventure mode for trading vermin) and minecarts (which are hilariously useful in adventure mode).
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7925270#msg7925270Random_Dragon (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7925582#msg7925582Yeah, I don't recall the specifics but this is very likely to just be unfinished features mishmashed with me maybe thinking I was going to be able to add e.g. adv mode medical and didn't in fact get to it (which has happened a few times). Hopefully it will come to make sense over time. As Shonai_Dweller mentions, we have another good crack at it slated in the possible near-term dev section, and how that plays out is going to depend on what stuff feels like after the villain release etc. etc. dust settles.
First, is it planned for religiously affiliated mercenary companies to interact with the organized religions that they follow? For example sending guards with prophets/priests/pilgrims of the same religion, or perhaps their members will also undertake pilgrimages themselves? May be jumping ahead in terms of development with this one, been a while since I've read up on the posted future plans.
Second, do the new networking mechanics interact with entity ethics? Namely in regards to the [JUSTIFIED_IF_NO_REPERCUSSIONS] tag? Like say Entity Member A murders Entity Member B in broad daylight, while Entity Member C is the local law enforcement officer who would normally intervene. But in this instance, A has flipped C into their network beforehand, and thus evades the otherwise lawful consequences for their actions. I know this is what happens in the upcoming villain update regardless. But I'm wondering if this might have or be planned to have some special interaction?
We'd like to do more with it, yeah, but it's sparse as usual right now. The fact that the characters individually are all mostly religiously fervent does cause some effects that feel more holistic with pilgrimages and so forth, but it's not as entity-linked as it should be.
I haven't specifically played with that tag yet... I think it was original supposed to be about repercussions involving a second civilization, like not making waves, though the tags are so hopelessly vague it has inhibited forward motion a bit there, with additional inertia caused by it all being gutted with the customs/law stuff.
How will the new villain networks, mercenary bands and things interact with adventurer mode?
What I get to remains to be seen. At the minimum, you'll be able to run a villain network from the top yourself, and you'll be able to direct others to do any of the actions that make it into post-world-generation villainous activity, which isn't specified yet but should be roughly like what we've done in world generation. You'll be able to investigate the activities of villains. Whether you can join an organization as somebody lower down depends on a number of factors that I'm not sure I'll be able to do yet -- this mainly hinges around having conversations/items/etc. that actually let you carry out a plot on the local map, which always makes stuff harder.
Have you considered allowing adventurers to put points into http://dwarffortresswiki.org/index.php/DF2014:Appraiser at the start of the game, so that we can see goods prices in adventure mode? Or is there some mechanical blocker there?.
Knight Otu:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7926702#msg7926702It could also just relate to the general economy mess and how effort expended there all feels half-wasted until we understand more about the core feature set that'll go in. I don't recall if I used the space in the barter screen for prices for something else, but it doesn't strike me as being a particuarly hard thing to fix mechanically if the space is there.
Will villains also organize prison breaks for agents they deem useful? Or for potentially useful blackmail victims too, I guess?
Also,
Will the prison sentence system be used for prisoners of war too, or do they get special rules?
They don't currently. It's in our menu of fun-time activities, but we haven't done it. May get another look once the dwarves start locking people up, or momentarily when we get to additional w.g. prisoners in e.g. the new tower dungeons.
Prisoners of war are on the indefinite detention rules, as they don't have charges for them. At some point we could involve them in prisoner exchanges or ransoms or executions or anything that will start happening for other prisoners, but I've just left it for now.
How do you imagine the upcoming divine law to interact with civ ethics? Do you think it will override civ ethics, modified by civ ethics, or will civ ethics themselves be modified by divine law? Similarly, will Divine law only be what gods communicate to their followers, or will it also include laws from very practical knowledge like 'going into the forest at night will kill you'+'killing yourself is bad'='don't go into the forest at night, we'll imprison your instead'? Or will that be more of a later development?
Some religious prohibitions tie in to practical advice, even if they aren't stated directly that way or if they don't provide their reasoning; simply due to the computerized nature of this project, we'll likely have a combination of too-practical and too-random laws to deal with, and it'll take some work to make them feel divine. There's a change to how the carts and horses and barn doors and so forth are arranged that'll come to the myth release, with the mythical events coming prior to the creation of civilizations most times, so the way that civ ethics come about and so forth will feel more guided. The raw files will still guide what you end up with, but as with questions like "why do dwarves age and die?", we'll also have to at least try to answer questions like "why do dwarves consider these actions crimes and punish them the way they do?" It won't be possible to approach every question with the first myth/magic release, simply because there are so many variables in the raws, but we'll make some progress.
As for the source of divine law, I suppose that depends on what you mean by divine, and whether we back up the legitimacy of the declarations of organized religions with actual divine intervention or have a situation where the deity could actually call them out after a period of being adrift. In the latter case, you might have practical laws or laws which are simply made for the benefit of the priesthood and their allies, depending on how much we get into the law codes and their reasoning and changes as we go.
Will dwarven tunnels get attached aqueducts/cisterns/waterwells at some point?
Will waterwells become usable in adventure mode, and will drawing water from them be affected by entity ethics such as trespassing and theft?
With exile implemented, will entities with ETHIC:FOO:PUNISH_EXILE be more likely to exile their members instead of beating or imprisoning, and will exiled members be counted as entity members or neutrals for the purposes of ETHIC:KILL_NEUTRAL?
Will entities gain master persuaders as law enforcers and use them to convert criminals if ETHIC:FOO:PUNISH_REPRIMAND is enabled?
Adventure role: Thief on the development page describes several punishments acceptable to an entity with ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE and adjacent; will entities with a low opinion of torture favor social punishments, imprisonment or exile over these?
Is a system for generating personal ethics based on character personality in the works?
Will scholar research topics unlock buildings, reactions and professions, and will the entity list of same define an entities starting knowledge instead of restricting it?
therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7927101#msg7927101Flying Teasets (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7927104#msg7927104therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7927107#msg7927107FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7927197#msg7927197The wells and tunnels questions were handled in the replies.
Yeah, exile as a punishment for a given item in the ethics list should mean exile, rather than other options. I have no idea about the reprimand though, ha ha. It seems like it needs some sort of honor/rep addition where a reprimand has some actual impact on the offender's life.
I don't think I'll get to a more involved ethics generator since that's all on the chopping block for the law/customs stuff. Once we get special laws etc. changing through various processes, the procedural and personal nature of it should arise naturally.
Knowledge should be related to game mechanics, yeah. We just haven't gotten there at all yet. Starting knowledge is complicated by the myth/magic stuff. If one sets starting knowledge in the raws, then just like death etc., the legends should have to explain how they got it. If one lets it float, then the civilizations will just start with whatever is explained by the myths and other pre-history.
I'm wondering about the whole "dynamic world" ideas that have been brought up with respect to myths and magic. I got the impression that sphere regions will be dynamic, changing as the magical world is altered (rituals with gods, using artifacts, etc), but I'm wondering if these dynamic changes to biomes might pave the way for less magical, more natural biome alterations. Will natural events cause changes to biomes, or only magic? If we're able to pull the world closer to the fire plane or whatever, melting the poles and creating more fire sphere regions, then might we also see more mundane changes to the natural world? Like, volcanic eruptions creating larger landmasses over the oceans, climate change due to non-magical factors, cold fronts causing temporary changes to biome temperatures and what animals spawn there, disturbance and forest succession, that kind of thing? If none of that is planned for magic, will the dynamism of magical biomes create a framework that at least makes variability in the natural world easier to implement down the line if you want to?
Yeah, absolutely. Natural disasters will likely be one of the early tests we end up doing. Forest fires have become a source of inspiration of sorts every August around here, and I've been to Mt. St. Helens a few times, as the natural world reclaims the ashen hellscape of sludge and toppled trees; right before we moved to California when I was a small small child in 1980 (and so I don't remember, but Zach does), our house in southern Washington was covered with ash by the big eruption (you could see the mountain from there.) These sorts of things are often on our minds.
I guess you won't know yet as it's kind of edge-case, but...
If a spy (either Adventurer or histfig) takes on the identity of a curse-giving god worshipper, would they get cursed by the god after knocking down its statues (Ha! Fooled you. Now I'm a weresloth...) or just cause religious unrest?
Can villains falsely accuse other people of temple desecration if there were no witnesses?
Relatedly, will anyone at all care about temple desecration in the coming update? Can priests or worshippers of a religion come to hate someone who desecrates their temple? Like spit on/refuse to talk to them or become aggressive? Right now nobody cares how many statues you knock over, and it is kinda weird.
Ha, it would be amusing if the god fell for your secret identity. In the future we'll have more of an idea of exactly how omniscient gods are etc. I mean, gods being fooled is a normal thing, but here it seems more off, though punishment would certainly be warranted.
I haven't done anything new with false accusation so far. There'll be a little of that as I get to false imprisonment shortly, but mainly it has been a fort mode thing to this point and we aren't there yet.
Temple desecration rep/witnesses/noticing: It's one of those things that now built up sufficient pressure and related mechanics to matter more. I haven't touched it yet (since I haven't gotten out of world generation.) I'm not sure if it will change, but it's more necessary now than it was before.
This is completely unrelated to anything in the near future, but a quick question about village/city layouts. Right now villages and cities are organized in neat squares, like a 1930s Soviet apartment block. Obviously, medieval cities (and villages especially) tended to have much more chaotic layouts, with buildings frequently having odd angles between them, streets curving and twisting, etc. I assume that the problems behind implementing such building generation are very similar to the problem with boats?(non-90 degree angles being difficult to simulate with the current graphical system)
In general, when the spatial mechanics behind boats are implemented, do you expect it to be as revolutionary as the addition of the Z-layer? I've just mentioned city layout, but I only now realize how different DF worlds would be in general if they weren't basically locked in a grid
Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7927883#msg7927883PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7927912#msg7927912Hapchazzard (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7928003#msg7928003therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7928023#msg7928023I don't think that's an entirely fair characterization of my current city maps. There's an underlying 48x48 tile structure and buildings are aligned with the two axes due to map structure constraints, but zoomed out there are often hexagonal blocks and winding paths and triangles and other features. It's not great, but it's not 100% blocky either. I cannot do actual angled buildings due to the fact that I'm using tiles. I mean, I can draw blocky angled lines, etc., but there are some non-trivial complications that come out of doing things that way as well, involving crossing the load lines.
But yes, it's related to boats. We are not able to abandon the grid. The interview in therahedwig's link covers a lot of the issues with boats/vehicles in particular. You can't just angle a boat on an underlying grid without causing a ton of significant problems. I'm open to specific suggestions as usual over in the suggestions forum, but I don't think it's an easy problem. The easiest solution for a new project would be to go full 3D or abandon the grid in 2D, and I can't do either of those things now; the planned map rewrite will be hard enough, and is the limit of the kind of changes I can make without dooming the game.
In the end though, I don't think these limits hurt DF significantly. There are simply certain aesthetic and spatial boundaries we can't cross, and that was always going to be true for a variety of reasons.
Will we see mercenary companies specialize in other more niche/exotic roles when magic comes around things like band of spellcasters who prefer to fight mounted, a company of wizards/otherwise magically knowledgeable people who control/summon magical beings to be used as warbeasts that they may or may not directly lead in battle and whatnot?
When the subject of seizing position-holders as prisoners is addressed, do you intend to allow the captors to ransom the prisoners, or will they just be locked away for now?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7928317#msg7928317Shonai_Dweller covered the second question, and ransoming is on the table in terms of the accounts we've been using, though it's not guaranteed.
For the first question, we have certain dev notes up there about how, for instance, religious groups might be associated to night creature hunting, and various of the wizard notes are group/entity related. Mercenary companies, being new, weren't specifically contemplated against those notes at the time, but now that they are in the game, it's all on the table, especially as it relates to anything categorized as "battle magic", supernatural threats and religious links.
Will the Myth and Magic update add new structures into the game? And if so, what might they be?
PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929194#msg7929194Death Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929344#msg7929344therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929374#msg7929374Ha, yes, there's some listed on the dev page and quite a bit of "he he he" might be involved. And all of the stuff like giant slade spires being thrust up from the underworld which are currently in the game need to be systematized based on procedural world/planar layouts, and that'll lead to... well, who knows? Assuming the map rewrite, we should have some new abilities to build some cool localized stuff that counts as structures.
It's planned that, when you expel someone, the person will remember that negatively and if they have villainous tendencies, they might want to take revenge on you in some way, right?
Would there be a chance that the same could happen when you decline a visitor's petition request or do they currently not care about it either way when you decline those?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929461#msg7929461Yeah, I should set that up -- I've made a note. As PatrikLundell said, they have personality-based reactions to it already, and if it does upset them greatly, it should be able to be the basis of a vendetta if they have the proper tendencies.
In what ways do spheres impact the appearance of angels at the moment, it impacts what their divine metal looks like, what there little modifiers are (it has a rasping voice or whatever) , but does it actually impact their appearance and if so , in what ways? Are gods with more disturbing spheres creating more disturbing looking angels (Do they create more insecty or spidery ones? Or whatever you feel is disturbing/would disturb people), are gods with more noble spheres creating more noble looking angels (Eg having the angle have a lions head/look like a lion (as lions have always been a symbol for nobility)), Do they impact the materials they are made of? etc.
I didn't have a lot to work with without magical backing, so maybe there are no additional effects than the ones you listed, let me go check... war/valor/fortresses spheres adds tags for natural combat skills for the "humanoid warrior" angel class being 10 instead of 6. The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god will more likely have crystal angels, etc. etc. (there are about 30 spheres with material links.) Death, misery, darkness and night sphere angels can have dark color alterations. You already mentioned the little descriptive modifiers (which have no effect currently.) There are no animal linkages at this point, as the animals (like lions) don't have sphere links and my thinking to this point has been to have procedural culture take the lead on that. It might be that large predators get nobility links oftentimes, but if there's a myth involving a lion that goes some other way, any corresponding angels etc. should work a different way. Certainly there should be more done, and hopefully the myth/magic release will put us there.
Now that marriage and dating has been expanded, will we see an entity level value for things like adultery?
EDIT: Also: Since it's a common trope, are Gods creating demigods by breeding with civilized races planned?
Grand Sage:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929529#msg7929529Random_Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929565#msg7929565I have not yet added the ethics/values etc. related to adultery or what marriage even means etc. etc. in civs. This'll likely wait for the status/etc. release after magic, since this sort of thing can be variously complicated. Right now, people just operate on individual jealousy as it regards a partner's lovers, and they take extra lovers if their personality sends them that way.
Yeah, demigods are planned as a result of the myth/magic stuff, and we'd had plans at times over the years to sneak something in early which never went through. It's hard to say what'll come through in the first pass in the magic releases as usual.
I know that torture, even if it makes in as a feature, won't be playable in fort mode because dwarves don't torture, because of their ethics but:
1-Will we get to do it in some way in adventure mode? maybe if you play as a villain, it'd make sense as an intimidation/blackmail thing
2-I've been a great fan of LCS for many years, do you envision the way DF is gonna handle torture as a job , in a similar way to how it was treated in LCS? Does it give you ideas on how to procede with that?
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929884#msg7929884therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929983#msg7929983PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7929987#msg7929987therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7930001#msg7930001Untrustedlife:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7930060#msg7930060We're not jumping into torture in the near-term here, even with the villain stuff. I'm not sure how it'll play out after that. LCS isn't exactly a roadmap for anything, given how it was. As therahedwig stated, the systems are interesting enough that what counts as torture is a line we've already crossed, especially when we had, say, weapon twisting in wounds. The interrogations coming up aren't related to torture -- effective interrogation and torture are different things, as I understand it.
Concerning embezzlement, will this be something the player can take advantage of in any mode aside from legends? Or, in other terms, can the player be in positions where embezzlement is a meaningful act, as opposed to theft or reappropriating siezed wealth? (lords/kings/barons exerting taxes or property siezure)
In the event a player can theoretically commit embezzlement, will performing the act be an explicit manuever that provides one with context of the material ownership, or implicit based on appropriated wares and claims placed on that capital?
Do you plan to implement any jurisdictional forces/association/positions/etc who's task will be to assess ongoing losses and encourage investigations? Or does the bookkeeper largely fill this role in terms of speculative fleshing out of this feature?
I know we won't be able to tap directly into accounts ourselves, but will we be able to set an official to embezzling for us and receive things like bags of gems or local coinage as a representation?
As a player villain, you should be able to force/entice embezzlement and receive money up the chain, yeah. What that meeeeeans now is still up in the air. The economy is less defined after world gen that it is in world gen currently, so if we just end up generating pouches of coins or exemplar items for your lieutenants to bring you (as with tribute), that may be how it has to be. It'll be best not to dwell on it too long, as the work will mostly go to waste later on, but it would be nice to give that form of villainy some tangible benefit.
Player embezzlement is even trickier and might not happen, since we don't have position responsibilities defined in any meaningful way linked to objects in the universe.
The w.g. counterintel stuff to happen and the fort counterintel and the player investigations are going to come into this; currently embezzlement in w.g. is stopped by the sheriff/captain/etc, but that's about to become slightly more involved. For dwarf mode, yeah, we might toy around with how the stocks/bookkeeper stuff works when you are trying to figure out what's going on. As with vampires, tormenting the player is important, without spoiling the game, and there should be fun side effects, in all versions of the word fun.
What does your workflow look like? How does a feature make it into DF from beginning to end?
There's no one way it happens. There are layers of notes, and stuff percolates upward, but a lot of times some necessity or lark will arise and a feature will suddenly be in the game in some form or another. Once a feature is on the plate to be added, related features can also make it in, just because it's a good opportunity.
The notes include planning sessions Zach and I have which can form the basis for the structure of a set of releases, and also the suggestions forum notes and features that might arise out of the bug tracker due to fixes (for instance, combat AI for removal of helmets, or the bending of joints, came more from bugs and/or major problems with combat/armor/materials.)
For a single feature, it might require a great deal of pen-and-paper drawing and planning and days or weeks of work (see village maps, etc.), or it might be an hour or two of tinkering. Then that defines a whole new set of features that are possible, and the notes need to be updated etc. There's also a good deal of future-proofing that goes on in the implementation, mostly in the form of pondering what's most likely to happen and building versatile data structures around that.