"So, does this mean we can actually make multi z-level tall bed/throne rooms (if their assignment works the same way as with other zones)?"
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8265634#msg8265634clinodev (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8265645#msg8265645Ha ha, sadly, no, I was talking about buildings generally that currently operate on one z level. The z-location variable is all over the place, so even rewriting, say, the bedrooms as locations still involves a lot of rewrites everywhere to get them to work.
Will it be possible to play the older versions of DF to be available to play on Steam and itch? I understand that remaking them on the same scale the current version is being updated, but making them available to play as they are available now on bay12?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8265937#msg8265937Yeah, I dunno - I don't think the hosting becomes an issue, since they'll be letting us host the new Classic version up there as a free branch, so having the old ones as playable selectable branches might be technically possible. But the support issues might be too much, since we shouldn't be doing support for them, and it's potentially confusing.
If you have an idea at this early stage, roughly speaking, how will the steam workshop handle mods and their compatibility/conflicts? That is, different mods making changes to the same raw files or objects?
Are the graphics raws (ie `[OBJECT:GRAPHICS]`) likely to change much/be made obsolete (compared to now) when the Steam release comes out?
And in general I guess, what sort of changes can we expect to happen in the raw files for the Steam release (and also the accompanying Classic version update)?
3. How will the steam modding workshop function after the steam release? Are there any plans to use it or will mods just remain on the normal uploading websites?
clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8266351#msg8266351Mr_Crabman (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8267617#msg8267617PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8267625#msg8267625clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8267647#msg8267647PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8271032#msg8271032I haven't redone the raw loading yet. I'm going to try to do at least something there with compatibility, and we're going to use steam workshop. I know that all can get complicated with load orders and all that, so it might just have to reject mods that try to create the same objects, although I might be able to check if the text is identical for a given loaded object and then just pass it over the second time and accept the rest of the mod. But I don't think I can meaningfully do anything like merges on a single object, since so much can break with that.
Yeah, we'll likely continue to have some information in Meph's thread about the format changes. The regular creature stuff still looks about the same, I think, there's just a ton of new stuff you can do.
There have been some other non-graphical raw changes, but it's really not something that comes up a lot in the Steam process. I fixed some bugs with the tree branching that became clearer when they were made graphical, for instance, and recently added colors for all the alcohol materials (since it's the actual verbal/object color, it goes in the raws and not the graphics.)
will there be smooth scrolling of the view of the current area in the Steam version?
4: I know smoothly moving creatures between tiles instead of blinking from tile to tile won't be happening on the release of Premium (from what you said before), but is it on the table for being added later at some point?
There are some technical difficulties with the custom engine here, so what's normally pretty trivial is a whole thing in our setup. I'm not sure where it'll land currently. I don't think I can switch engines before the first steam release - afterward it looks like we might have more resources for such an overhaul perhaps. But we could still get to smooth scrolling and smooth movement before then. They have related but different issues, so we could also get one and not the other.
Will there be a way to change the positions and/or sizes of some UI elements (buttons, menus etc), either as an ingame option/setting, or via modding?
Uthimienure:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8270818#msg8270818It wouldn't be too hard to set it up to load that way (all of the elements have single anchor points currently, and the interface reacts pretty well to changes in terms of adapting to changes as long as the overall composition doesn't change), but I'm a little worried that it won't like completely new placements, the way it defines relative to the boundaries of the working area at times (where the working area is either all of or just the center of the screen, mainly for ultrawide monitors.) Mods would have to be careful about overlaps. Additionally, there are equations on some of the screens to manage window resizes, where certain interface elements are moved or borders dropped to support smaller and smaller window sizes, within reason, and that sort of behavior is a little harder to put in a moddable format.
But it all seems sort of possible, and I don't think I've written myself into a corner badly.
Also, if on a higher elevation layer, can creatures below be seen on the terrain?
We haven't done it yet, but it should be free when I code it in. Just left it on the to-do list way back then for whatever reason. Items/buildings/everything else too.
1. What are the factors that cause bandit camps to spawn besides the banditry percentage token in the entity file? I've genned a world that's all mountains/tundra and no water at all, which seems to have prevented them from being constructed. I'm wondering if there's something I could tweak to alter this.
2. Besides being able to create reanimated minions, what are the factors which influence an NPC to build a necromancer tower? I'm trying to create a situation where a creature spreads the necromancy syndrome via a werebeast bite, but the victims never seem to build towers. Is it a matter of having the syndrome alter their personalities so they want to build towers, or something more complex? I know the only people who get slabs in the first place desire immortality, so that might have something to do with it.
4. Are there any pre-Big Wait changes to the armor and weapon raws planned?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8271032#msg82710321. The camps are created at the end of world gen from the wandering bandit groups that haven't built forts or found other places to to live. They pick a random walkable square in the region they are wandering in and it needs to be within 10 tiles of the site they are targeting. For the wandering group creation, they need the banditry percentage and a town with a population of 50 with a single cultural population of at least 12 to draw from. Then they require an inhabitated target site. It looks like it does force this to be a 'city' type currently (that is a human-style market town, though it doesn't need to be humans specifically if there are civs modded to have that site type). So maybe that's the issue? The tundra or mountain border should be fine themselves, but of course in vanilla that will stop cities from showing up. No idea why I have the city type requirement - it might have made sense a decade ago but is probably bad now.
2. Yeah, they require an animated zombie workforce to build it right now, so only animators will do it. They also need to be in a wandering group. These rarely come about from refugee groups or disbanded mercenary groups, but the main ways are through banditry or through the typical necromancer path. The necromancer path comes about from having the intrigue plot 'undead animator world conquest', ha ha ha... this plot should be given to any animator that has a dream of ruling the world. The necromancers get a huge boost to anxiety and distrust, which causes them to have that dream more often (this is sort of a hack, as I recollect, since there aren't a ton of other examples like this.) If the werebeast bite gives them the typical syndrome, they should be put in that category, but maybe something is slipping up - it does reevaluate the goals of everybody in worldgen that receives a 'change personality' effect. I'm not sure where else it might be screwing up.
4. We don't have specific plans for the more granular 'combat arc' style stuff, but expect that some things will happen there.
1. Will the graphical release have keyboard shortcuts ? Asking because it seems slower to use the mouse in certain situations...
2. Will the game have full keyboard-only support, or will you must use the mouse at some points ?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274566#msg8274566Mr_Crabman:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274568#msg82745681/2. Yeah, that's the plan. But moving cursors around for designations, for instance, is unavoidably going to involve lots of presses. So if the mouse is at all usable for a given player, it'll often be the way to go.
Will universal beards for dwarves ever qualify as an INIT setting? If so, what category of work do you think it would fall under? It's not hard to mod in, but is it a tonal slider kind of thing? Something that's more suitable for the cultural updates when there's generated genders to go around? If it's never in the INIT is there any intention to direct Steam users who really expect one experience or the other from Dwarves to the file where you already tutorialize it?
Rose:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274620#msg8274620A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274631#msg8274631clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274694#msg8274694Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274710#msg8274710voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274859#msg8274859Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274864#msg8274864Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274888#msg8274888falcc (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8274913#msg8274913I imagine when we approach gender next time it's just going to be a much broader rethink, and I'm not sure the old tutorialization is going to be a thing anymore, but dwarf settings could very well look that way over in editor/mythgen specs. It's also harder to get at/think about the text raws for Steam players since they download the games but won't then select open file location and then read through the text files, so we likely won't be going that way when we get to universe gen/slider stuff, and have more UI-based options instead, along the lines of how we've talked about the myth/editor specs generally. I had wanted to get to a first overhaul before the myth/editor changes, since we were like "Yeah!" 25 months ago, but I'm still stuck over in Steam update land so who knows.
Over at Steam Workshop, where people are working on the txt files and putting stuff up for download, or over on the wiki, I expect we'll continue to see people working with txt files of course. And whatever gender options we get in the new format will have mods that spring up. Modding education generally is something we don't tend to focus on since people take it up on the forum and wiki way way beyond what we could do - the comments we made in the raws were helpful to get some people started, but especially once Steam hides the files by default it'll have to be somewhere else most likely. There's the forum and wiki, and Steam also hosts guides I think.
1: How do you expect multi tile creatures (when they become a thing in however many years) to work?
By this I mean, wagons are 3x3 at all times and cannot change their shape/footprint at all, only rotate (so they're "stiff"), and if they were 2x3 instead presumably they would still be able to rotate, but only still be 2x3 rectangles (ie they don't have limbs that can move separate from the body, and they are basically just boxes shape-wise).
So basically, would other creatures also be "stiff" and non-complex like wagons, and if not, do you expect this do be a problem for the premium version? As an example I can almost imagine a long snakelike creature that can move diagonally (because it's not stiff), but this would be quite disjointed looking in a tileset (though ultimately it would be a worth it even if it looks a bit strange).
2: Maybe a silly question and I expect the answer is yes, but would multi-tile creatures be viewed from the top down (like wagons in the Premium tileset) as opposed to a side profile (like the large creatures are currently)?
3: How big would be big enough to justify a creature being multi-tile?
5: Has the situation with Linux support for the Steam version changed since last time you were asked?
6: When the siege update comes, will siegers have to have a supply line/eat food brought from the outside or with them?
7: Will the likes of clowns and other procedurally generated creatures have some of their generation logic exposed to the raws one day (eg, adding new body types/parts and abilities/interactions that can be had and the like)?
8: You've said you're considering Steam achievements for encouraging players to try new things they might not otherwise ("start a honey industry" for example), but what are your thoughts on achievements for challenges to undertake, like "live on an embark for X years without doing X", or events like "encounter your first X"?
9: To what extent will magic generation be controllable? You've mentioned for example having no deities, or having a slider for "how magical" a world is overall, but how far/specific would this control go? I guess this ties in to question 6 a bit as well.
10: Other than the "stingers" for announcements you mentioned elsewhere, how much new music will be in the Premium release?
1: I've tried a few things back with ASCII, and none of it has been super satisfying. The boxes are relatively easy but sort of silly, and the stuff with articulated limbs starts to get way over into 3D modeling keyframe animation land and just feels ridiculous. Specifically on the tileset-diagonal issue, since our creatures can overgrow their individual tiles up to a 3x2 already, we can to some extent hide diagonal edge issues. Even the spheres sometimes used in tile games for snaky creatures look okay (kinda like Centipede.)
But in the new graphical environment, who knows! I haven't thought about it yet. The boxy approach of course doesn't look nearly as bad if you can just draw a giant whatever, though it doesn't add new mechanics like limbs do.
2: No reason why it would have to be top down, I think, though it is a bit ambiguous with the new oversized 3x2 (but single tile) creatures.
3: Technically any creature that gets out of the 2m by 2m cooould be multitile, but that would just be too much. And of course, using that measurement, once you get to the really big creatures, you pop up to 10 or more tile creatures really easily. So not easy to answer. Games without grids just have the advantage here.
5: The linux/mac situation is the same as ever.
6: Supply lines are important, but I imagine we won't be focusing on that side without the economy/resource tracking stuff to back it up.
7: That was eventually the plan, though it seems destined to be a mythgen/editor sort of thing.
8: Challenges seem reasonable, I think, though maybe it leads to a sort of sameiness of stories a little? Maybe that effect isn't so bad. Anything we come up with wouldn't compare to the challenges people eventually set for themselves, but maybe there's some set of challenges that would make sense.
9: The prototype lets you set some parameters by sphere (fire etc.), and I imagine it'll just continue to get more complicated.
10: We've got seasons and a death spiral song so far.
Since you've mentioned there'd be more updates after the steam release but before the myth and magic arc is there any chance any of those updates could add ways for player adventurers to acquire combat magic similar to what sentient undead can use to help tide us over for the big wait?
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8275178#msg8275178Ha ha, similar tide-over additions have come up - it's really up to us to try to restrain ourselves as much as possible, and then when we fail to do so, hopefully the results will be fun.