1. Do any of the profession background skills our adventurer can now possess have any means of using them/training them?
2. Are there any special things our adventurers can do with the new array of possible starting items such as extracts and tools?
3. I played an escaped experiment and went to a necromancer tower, the necromancers and experiments were fine with me but the corrupted ones killed me, is this working as you intended?
4. Will you be releasing small patches for this update in the coming days as bug reports come in?
PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082360#msg80823601. Not outside of the existing reactions from earlier versions.
2. Nothing new was added here, as far as I can recall.
3. No, I think they are generally too friendly -- zombies should leave you alone, since you are a night creature. But anything belonging to the necromancer's group and which is intelligent should theoretically have a problem with you hanging out there without an id check (which would be impossible to satisfy currently due to a bug, see below.)
4. There will be some patches for the crashes and other new crap and some old crap, but we also have to switch gears to graphics stuff in a timely fashion. But we'll be doing some parallel bug fix releases as that process goes. I do not know how frequent those will be, but since I need to fix bad stuff (new and old) before the Steam/itch release anyway, there aren't any significant obstacles other than just keeping the graphics stuff rolling (our current problem.)
Looks like evil regions spread pretty quickly in worldgen, does this mean maybe we can see them change in game?
Nope. There just isn't the same mass use of the raising power currently in general post-battle situations, and so I didn't implement the change, though some of the disasters that happen in fort body stockpiles would definitely qualify (but don't, yet.)
It seems to me that a large amount of the "lag" in heavily populated sites (eg human cities when next to a marketplace or highly populated tavern/whatever building) in vanilla dwarf fortress comes from the conversations happening that you dont actually see until they are close enough to hear. Have you ever considered reducing the amount of off screen conversation to speed up traversing these places?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082531#msg8082531Untrustedlife (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082817#msg8082817iceball3:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082822#msg8082822Untrustedlife (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082827#msg8082827nogoodnames:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082850#msg8082850Untrustedlife (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082853#msg8082853etc.
I don't have anything to add (see conversation). It's often complicated and while there are still some simple changes that come up, sometimes it's an interrelated mess, yeah. Certainly the general mess of their conversations needs to be cleaned up, even if it isn't an FPS issue. (and it may be, see dwarf chat response)
Are you going to wait until Premium DF is done and released before getting back to any of the Villains features, or is it enough to set up the graphics framework to allow the artists to test and improve their work before looking at some of the postponed features?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082569#msg8082569Shonai_Dweller (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082624#msg8082624The delayed features will indeed have to wait through the entire delay period, until after Steam. It isn't just the time spent implementing them, but in working on new villain features, the introduction of even more bugs would be an additional drag. Doing parallel bug fixes, on the other hand, is all good no matter the release.
I've noticed that when I played as an escaped experiment boogey men didn't attack me when I was alone at night, is this intended?
ZM5:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082895#msg8082895Untrustedlife:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8082901#msg8082901Any particular reason why we get the "you must leave this site before you can rest" (or whatever message it is) when we try to rest in friendly human forts?
If you don't have a rep, it may be a war state, which seem to happen to the mercenaries and bandits (not sure what sort of fort it was.) It should definitely be more clear about what's going on, even if it isn't a bug (not sure.) It could also be a mess of what's going on with friendly necros etc., like the fort wasn't supposed to be friendly (for whatever reason), but was. I'll try to get this cleaned up.
Just curious: why are failed experiments represented by the letter "H" in-game as opposed to the "Ñ/ñ" tile used for other night creatures?
Untrustedlife:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083008#msg8083008PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083013#msg8083013There should be a variety of letters. I think it uses H for at-least-as-large-as-people humanoids? This is of course confusing, and the whole reason we went with U instead of H for humans was to have less confusion. But we are just out of letters now, and Ñ is also confusing because there are many different kinds of experiments in a given tower oftentimes, and they need to be distinguishable (as often as possible.) The real night creature haunting DF may be the pigeonhole principle...
Seem to have a problem trying to ask for quests/report them to my characters superiors, the option is just not in the list. There is a 'hidden' option where the character says they are confused, but other than the usual options thats about it. What am i missing/doing wrong?
I'm not sure you're missing anything. Bugs with this sort of thing are quite possible. You'll likely get faster replies in gameplay questions if you don't think it's a bug, and on the bug tracker I can keep track of problems better than in here.
I noticed you have been doing different updates on steam versus on your own devlog lately? (eg today(1/30/2020) you talked about the new bugs on steam but didn't do a dev log on your website about it and you have done this a couple times now) Any plans to change it so you post the same thing in both or will i have to continue checking both from now on to get all the latest dev news?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083038#msg8083038Untrustedlife (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083072#msg8083072clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083075#msg8083075Untrustedlife (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083078#msg8083078As it stands, the Steam News stuff is on a two week schedule. Every other Thursday. (this was not true at the year change, as with many things) If something's going on at that time, I'll write it there, where the dev logs are on their normal try-for-a-week schedule. Since I'd been doing dev logs in a vaguely Wednesdayish way for a time, Steam didn't usually have much new stuff, but when stuff gets staggered (due to release, etc.), sometimes something comes up over on Steam first, and maybe I don't have a natural way to say it on the dev log or just don't remember. There's is the thing also where if I just devlogged about something on Wednesday, it feels very normal to expand a bit on my previous thoughts when writing the Steam news, or add some detail I remember. I don't have a plan to strictly monitor this process, but I can mostly continue to try to keep the dev log comprehensive. The Steam news cycle may change of course when we pivot over there - it won't be possible to settle that until we see how things proceed.
Can dwarves change/adopt religion? Do sermons make dwarves more inclined to a different religion? Can dwarves lose faith in a god?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083117#msg8083117voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083280#msg8083280We didn't get to anything interesting beyond what was logged, sadly. As PatrikLundell says, worldgen has more stuff. But that is the sort of thing we are hoping to have throughout the modes, and we're a step closer now, anyway. As voliol notes, adv mode isn't particularly interesting either.
Worldgen relationships question:
Lovers get married, but do childhood friends ever later become lovers? That seems like it should be a thing on occasion.
Hmm, I don't think there's a block on it, but the odd part is that I don't think it increases the chances. It'd kinda need an extra pass/chance thing - getting people paired off in w.g. at all is involved and necessarily a bulk operation, given the variables involved, and it's hard to change the main loop there, but just adding in a periodic extra check would be pretty cheap among personal friendship-style relationships.
When I was playing an escaped necromancer experiment I traveled around for a few days and didn't get hungry thirsty or tired, do escaped necromancer experiments not need to eat, drink or sleep?
Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083258#msg8083258Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083278#msg8083278Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083465#msg8083465Untrustedlife:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083468#msg8083468PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083504#msg8083504Untrustedlife:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083515#msg8083515The entire reason is that they would starve to death in world gen without farms or livestock. It's similar to the goblins, but even worse, since they are actively trying to kill everything. It would be somewhat amusing if they started farming failed experiment horned maggots for meat or something, at which point the necromancer would really be more like some kind of scifi terraformer making the planet into an alien world.
How does the new RANDOM_NEARBY_LOCATION interaction token argument work? That is to say, what checks are performed to determine whether a particular tile is a valid spawn point? Are creature characteristics (such as the ability to fly) taken into account with regards to summoning interactions using this? What happens if such an interaction were to be performed by a flying creature surrounded by nothing but open space when the unit being summoned is not a flier?
It is a little wonky now because it does a pathing flood out from the summoner. And this causes exactly the issue you describe.
Are altars and dice meant to be adventure only, or for both modes? In fortress mode they can be bought at embark, made in the craftdwarf's workshop, and found in reclaimed worldgen forts, but altars at least cannot be built in fortress mode.
Are dwarf necromancers intended to openly arrive as regular migrants in fort mode? I've watched two very funny streams with multiple necromancer migrants, but they didn't end well.
They are adventure mode things mainly, the active parts, but I wanted the furniture available for placement in fort mode to get that side of things started (even if dice rolling would be way too disruptive there for now.) Looks like the placement bit is not done then, and that's a bug.
No, the necromancer migrants coming openly is definitely a bug, ha ha ha.
What are the requirements for a non-player fortress/civ breaching the underworld? It has been observed to happen multiple times in the same fortress (link), but could this happen to the previously emerged demon civ, without any intermediate take-over?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083376#msg8083376Yes, it is a bit ridiculous right now. I mean, technically mining gobs should be able to do it too, but they should know better, one would expect! Or do the spire thing like the original demons. This recursive-style demon dig is just odd.
Gotta get a couple more in before the opportunity closes:
How free-willed are the current intelligent undead? (I remember a long time ago you said one of the big essential things about them is that they could, in fact run off and start a farm, or bandit group etc)
Will we ever see any night creatures akin to a Ring Wraith? Eg a night creature or monstrous magical thing associated with certain artifacts who hunt the current user of it.
Why do the new ghouls and intelligent undead have [SYN_CONCENTRATION_ADDED:1000:0]
What does the [EXPERIMENT_ONLY]interaction token which always appears alongside [I_SOURCE:EXPERIMENT] do? You would think [I_SOURCE:EXPERIMENT] would be all thats needed here. So [EXPERIMENT_ONLY] must do something special.
The intelligent undead just have an entity link, which (for the living and the dead), causes them to act against their own self interest quite a bit and be loyal to the civ, absent outside forces (like some of the new villain stuff.) If the intelligent undead break out of that (after the tower is attacked, etc.), then they are free. We'll likely opt for other system possibilities later when magic can back it up.
Artifact etc. magical stuff is all on the giant table for the magic release, but no idea what we'll support on the first go.
The SYN_CONCENTRATION_ADDED tag was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.
EXPERIMENT_ONLY: Rather than just a source, it should probably be mixed with USAGE_HINTS somehow, but it has to be starker in stopping it from being used outside the experiment context. It's just a cludge for the mix there since I didn't have time to do better. It stops the use in play and also encourages the usage specifically to create experimental population. Theoretically, though I didn't check this, if you have an invader in w.g. that does experiments, they should apply any modded effect that has EXPERIMENT_ONLY and an ADD_SYNDROME effect, no matter what it is, to make whatever kind of army (though these armies will probably be treated as less than intelligent/soulless in some contexts since they are expected to be zombieish.) An "invader that does experiments" here is a UNIQUE_DEMON with deformity or chaos (and the demonic experiments param is set) or anybody with NIGHT_CREATURE_EXPERIMENTER, who also knows a relevant interaction. I'm less sure about the demons -- they can know lots of secrets since they get them for free through spheres, but I don't know how easy it is to link one of these ghoul-type interactions to them. Doing it as a deformity or chaos I_SOURCE:SECRET/IS_SPHERE may work.
I don't know how often this persists, but in most worlds I generated in 0.47, other races replaced primary races that built those structures. Most hillocks, for example, are full of goblins, to the point where in my last world, most of them had no dwarves at all, which seems to have caused the problem with no innkeepers spawning in them. Do you plan to introduce harsher restrictions on race immigration? Perhaps xenophilia-xenophobia could be a good civ value as well.
therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083568#msg8083568Untrustedlife:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083569#msg8083569FAA (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083691#msg8083691PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083725#msg8083725The goblins are especially bad now with all the too-deep digging, though I agree they should at least refer more to why the demographics are the way they are in a nominally dwarfy site. I am happy with the mingling over time though, as a basic matter, and don't want to replicate the stark divides often found. Agree even existing facet/value information could play a role in this.
I played as a necromancer in the new update and raised a pale stalker, the pale stalker then killed me, is this a bug? If not how do I get my undead lieutenants to obey me?
Ha ha, it does not give them an entity link or anything for you in post w.g. currently. It would probably be nice of me to make it consistent at least.
I wonder if there's a new age name for a world with only necromancers and their undead slaves alive
The new necromancers are capable of corrupting an entire pocket-sized world so it should be possible
It's in the notes but I had to delay it along with all the rest. It is something that definitely suggests itself when you see your first fully undead world, and there should be intermediate names as well probably.
Are player adventurers able to assume identities from necromancer groups? I have been on a quest to find the creator of a created race as that race but when I assume an identity I can't pick the group that the necromancer belongs to.
Hmm, it appears to use top-level civs, which they aren't, or the 'discovered' flag... however that works. That part seems a bit antiquated, sadly, and necromancers had to use site entities over site entities to manage their conquests to avoid a whole host of pre-entity-framework-rewrite problems (so they aren't civs.) This may be manageable in this context though, but I'd need to tweak it.
Given you've very recently changed the screen for temples, can you please add two pieces of information to it? Specifically:
What are the god's spheres?
How many worshippers of the god are in the fort?
I can get that information from the new location menu but not from the established location menu and it drives me crazy.
That makes sense, yeah, I wanted that myself in testing. Don't recall if I left a note, but that's easily remedied.
Given that you're going to be selling DF Premium commercially on Steam and have a professional publisher I feel the need to ask, have you or Kitfox given any thought to how you will implement adventure mode romance, relationships and reproduction?
I'm asking this because one of the things I've seen either added in the based game of damn near every RPG or game with RPG-ish elements is the romance options/companions, Mass effect, Dragon Age, Neverwinter Nights, Knights of the Old Republic, The Elder Scrolls, Fable, Stardew Valley, Divinity: Original Sin, Crusader Kings 2, The Guild, The Sims 1-4 etc.
I just can't help but feel that there is going to be a clamouring for that option once DF goes mainSteam.
For the record my vote is for the Sims style "Woohoo" but only because I know the very real risks with anything more.... detailed...
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083829#msg8083829PlumpHelmetMan:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8083830#msg8083830Yeah, the replies there are about all we have, just the current dev notes. If things like hugging and so forth join, uh, pet animal and spit in the interaction list, that wouldn't surprise me, but I doubt it would get incredibly far beyond that in terms of those options in local play. Having a short 'wait screen' style bar pass for the rest is fine, probably. Though, yeah, we haven't made specific plans or had Kitfox conversations about this.
Are you not showing the night-creature descriptions in Adventurer character creation on purpose ('cos, "doh I'm a useless blob" is Fun), or is it something you haven't gotten around to doing yet?
And will experiments get variations (skin, hair colour, eyes, etc). It's kind of sad to see their completely blank "Appearance" tab. Even gorlaks get a brief eye/skin description there.
Ha ha, that was again one of those things where during testing, I played an experiment, curious as to what sort it was, and then when I got to the blank page, I said to myself "ah, that sucks" and went to look at my description after I started, and noted down that chargen should have at least the basic description available. But I didn't get there!
Yeah, I forget the frills oftentimes with the generated critters, and there are a few annoying complications to hooking them up (keeping track of whether they have skin or scales or eyes or whatever and which tokens, etc., which is already done for basic tissues and attacks, but just a little irritating to manage.) We'll get there at some point, especially now that generated creatures are way more apparent than they were before.