Didn't have time to proofread this time! Apologies in advance, things are just that way for the time being.
Don't specifically have one? Does that mean it's possible, but just weird and clunky? Something like:
[DESCRIPTION:First line of a description]
[DESCRIPTION:]
[DESCRIPTION:Second line of a description, after a paragraph break]
Would be somewhat awkward, but workable for when a mod needs a description of a moderate size that's still readable (or a changelog; I can't remember ever seeing a changelog that would fit in one line/paragraph comfortably).
DESCRIPTION currently overwrites the previous string, so I don't think this works. The changelog thing is steam's format, a single string. I'm not sure what they generally use for formatting there, escape characters or some syntax, no idea. We can work to support it at some point.
Also, is there any chance that feather tree eggs will get eggshells (and thus be collectible) before the release?
(Also, I’ll note that bug tracker seems to have been completely wiped clean. Is there any reason for that?)
What would be an acceptable alternate method of bug reporting for those who cannot, or simply no longer wish to, use Mantis? Emails with [BUG] in subject line, Discord DMs, or something else? (Besides the report forms on Mantis being a shade over-complex IMHO IIRC, this humble Firefox user is having profound difficulties coming to terms with the idea that they may simply have neglected to store their password in this one case, you see.)
Ziusudra:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8431602#msg8431602clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8431622#msg8431622Doorkeeper:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8431808#msg8431808Doorkeeper is correct about the eggs. We were mostly locked down by October 26 - it's just not possible anymore to do quick little changes right before a release, though the term won't be as lengthy now.
The new system doesn't involve creating accounts as I understand it. The number of accounts we have available is limited, so the current email method linked below is what we have.
https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2the one thing about the villains arc stuff is I hope you can play into the villains that join the fort than having to treat them like a pest... like are the villains that move to your fort still count as a citizen when they are the last citizen? I wonder if this might ruin villain hermit fort runs?
voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8431683#msg8431683Mr Crabman:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8431685#msg8431685I think we're generally planning not to end forts. Like, full wereforts and such still work if I recollect. We also wanted to continue forts after, say, goblin conquest if the conquest isn't 100% lethal (which isn't a thing currently obviously.) That said, if your hermit has a rich inner life and is also running a place where visitors come, they are sorta putting themselves at risk a bit, and we'll see what situations we have to handle.
now that the game is out, i can see that there's some stuff in the vanilla definitions that would allow a degree of changes, but it requires me to change my question:
will we gain the ability to add mods to existing save files?
this has become a serious obstacle with mods that aim to improve accessibility by adjusting icons in the ui, or for my use case, replacing audio elements that are highly disruptive (like that horrific REEEE REEE REEEE bird noise in grasslands which is absolutely deleterious to some of us)
making a new save file every time we discover an experiential issue that someone solved with a mod is problematic.
Graphics stuff can already be adjusted w/out worries about saves I think? I was doing it during development all the time anyway.
Sound just isn't that moddable yet, the format there isn't really complete. It doesn't know how to use non-vanilla files, doesn't have a place to put them. I wanted to get something in there so that saves could be a little bit compatible with more support later, by having any objects at all to work with.
Questions about prostetics reminded me about one thing: exoskeleton or power armor. What about them? In magic/myth future context of course.
I think there might be a power goal for this. We've vaguely thought about it anyway, in a few DF contexts. Any magic armor that imparts attribute/skill improvements in any setting is some kind of power armor? Not sure where the lines are drawn here.
On animal people armor
Would it be possible to have one piece of each armor type (one mail one breastplate, one left and right high boot etc) drawn out for each animal person and palatte swapped on demand rather than say one different armor graphic for each piece. Specifically can the graphics system handle palette swapping the gear itself, or would you need to premake the gear and apply the pallete swap manually to each piece of gear, then feed it to the graphic system.
Asking both in desire for custom mod armor/clothing without insane work, and for how your system could handle something like that for “middeground” you spoke of in reference to a similar question.
It isn't currently possible to palettize equipment materials. We did the clothing/armor way before the palette system existed, and we need to loop back around to support things like this.
asking on the eve of release, but assuming you're reading this a good week or so after: were there any last minute mission-critical bugs you had to drop everything to fix, or has it been relatively smooth sailing?
Before the release, it was mostly good up until the end, though we had some crashes and such that weren't reproducing etc., or that were rare enough but we couldn't figure out. Right after launch, the crashes of course amplified a bit but it also meant that could be fixed quickly, mostly. We're also handling what's hopefully the last of the save corruption now.
will there be any way to import my current Fortress into the Premium version and be able to see it with graphics?
Paaaad:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8432272#msg8432272Nope, it was just too much to do.
I've seen that the plan for boats is for them to be able to turn 90 degrees. Does this include turning around X or Y axis (that is, turning a wall into a floor and/or capsizing)?
The tricky part here is mainly the floors - the thin floors, and the thin floors on top of wall blocks. Neither of those are really supported if you rotate, without adding completely new types of tiles that the game doesn't understand at all yet. Doesn't mean it's impossible, just complicated and potentially not worth it.
will you make NFTs for people that donated back in the day? that would be really sweet
DG:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8432517#msg8432517hirsute_offender (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8432534#msg8432534DG:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8432540#msg8432540Not something I'm interested in. I don't support them, but this is not the place for what is already a much-had discussion.
Couple of Worldgen questions:
MINERAL_SCARCITY in Advanced Worldgen parameters for every type of world changed from 2500 (sparse) to 100 (everywhere) in 50.01.
Was this simply to increase minerals in worlds, or did the balance change somewhere requiring a value of 100 to produce the same kind of result as 2500 in the previous version?
Titan and Werebeast Triggers changed from exact numbers to a 1-5 scale. Can we still adjust Worldgen.txt to use exact figures, or will these be ignored now?
Also:
Would it be possible to have an option to turn off the DFhack style prospector thing from the embark screen in the future? I get that some people are quite vocal about demanding to know exactly where the iron, gold and copper are, but it's kind of destroyed one of the fun things about fortress mode for me, which was adapting to what we discover upon Striking the Earth. Into the unknown...but actually not.
How do the "difficulty setting" custom menu population/trade siege triggers interact with the triggers in the raws? Like most people playing in worlds with several different enemy civs, I've set the triggers individually per civ. Are the raws triggers now ignored?
Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433017#msg8433017Shonai_Dweller (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433020#msg8433020Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433048#msg8433048Shonai_Dweller (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433213#msg8433213Putnam handled the difficulty/trigger questions.
There's been some reworking of equations generally, but mainly, yeah, this was to increase the occurrence of minerals in default play. Of course, we improved the site finder after this so it might not have been as necessary in retrospect. But I think people will normally want a fort that works and has lots of stuff. The world trade system is really necessary before we start grappling with scarcity in any serious way, probably.
An option to just show 'metals' again isn't a huge technical problem of course, but as people pointed out leading to the current change, it was almost worthless. It basically meant gold and never iron, for example, as I recollect. Part of the rework was to add some deeper sedimentary layers (presumably ones that have moved about, though we don't really understand DF strata etc.) which alleviates this somewhat, but originally it was less of adapting to the unknown and more "there's no iron again". As I understand it.
What's the thinking behind removing Civilian Alerts?
Is it due to some plans that you have for later improved sieges? Or a feature that you just haven't finished implementing yet?
I think most players (actual players, not folk struggling to get started) set up a civilian alert. Are our plant gatherers and hunters just supposed to die unless we indulge in horrible micromanagement of manual burrows?
Or is there a missing "get to the tavern" general button somewhere that we've all missed?
We're going to get something back there, or to something equivalent, likely before the army stuff or any of that. If I recollect, it was interfering with the new military tab, trying to keep it workable, and I just had to get something finished.
What's the current priority for adding things like maps/exports for Legends mode to the Steam/itch.io release?
Will Legends exports like the xml dump, the maps .bmp exports and other infos on the world like the world gen file, be back in a future version of the Premium game?
It's up there with other stuff that used to be in the game but is missing. All important to do, and I'd expect all of it back before adventure mode is fully updated because they are all pretty straightforward, but there might be exceptions here and there if the wrinkles get nasty.
What's the current state of the native Linux port for v0.50? Steam doesn't appear to support it, but performance with Proton is apparently good. Are there any plans to port v0.50 natively to Linux for Premium? Will Classic still get a native port going forward?
This is the idea, yeah. The old code is there but it's not fit to sell - have to deal with the symlink situation or whatever issues various maintainers and etc. were troubled by, and I'm not qualified for that. Have to discuss it with Putnam, see where it goes, etc. But our plan is to get to native support for some flavor at least, however that usually ends up working for closed source steam stuff etc.
1.Right now modded creatures without textures show up as the debug creature, which can be annoying. Will this get changed?
2.Will we ever get multiple economic systems rather than strict capitalism or communism?
3.What improvements can we expect from the premium adv mode release?
4.Currently the game doesn't warn you about being close to necromancer towers. Can we expect this to change in the near future?
Ziusudra:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433121#msg8433121Mr Crabman:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433168#msg8433168Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433262#msg8433262Mr Crabman:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433380#msg8433380Urist McSadist (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433714#msg84337141. It's possible to have options I suppose, but I don't want ASCII generally to show up in the graphical release without opt-in. It would be more confusing.
2. I'm not sure we have strict versions of either system you mentioned currently, but there'll be more variety with the entity rewrite and the economic stuff afterward.
3. The only stuff to definitely expect are graphics, better menus, mouse support, etc., as with the fort release. The rest is less expectable and more just stuff that will happen. I'm not sure if there are clear standouts like the labor system for improvement, since the whole thing is kind of a weird bird.
4. Multiple people have mentioned it. There are still more serious issues, but it's a reasonable request.
I've noticed in the caverns that there are these small clusters of various colored diamonds and rubies/sapphires in a chunk of obsidian, but I can find nothing that causes this behavior in the raws. Is this intentional?
TheFlame52:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433201#msg8433201LuuBluum (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433235#msg8433235Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433255#msg8433255LuuBluum (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433259#msg8433259I enjoy exploring Legends Mode and I often notice that people often have hundreds of relationships that only last 2-10 years or so, and never just settle down with one person that is a good match for them and who they "love" until they die. It's kind of depressing honestly. I think it would make for better storytelling to have more serious or long lasting relationships, eg. two people have been married for 50 years and one of them is killed/kidnapped by a monster or something, and the other gives up their comfy life in the hamlet to go search for/avenge them. It's just more dramatic. So, is there any plan to make relationships or marriages longer lasting/permanent (given the right circumstances)? I also think displaying the reason for break ups/divorces would be good as well.
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433396#msg8433396Yeah, if that's all you're seeing, it's surprising. There are supposed to be a range of personalities and some support long durations.
I know that fees and taxes and whatnot probably take a sizable chunk out of your sales revenue, but it looks like you just made a boatload of cash. Any fun plans for the money? DF-related or not.
Miuramir:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8436149#msg8436149Ha ha, it's still too early. I mean, I got better health insurance! This is something. And now we're squaring away the game. Having people come on gobbles stuff up pretty rapidly, and DF only has one launch in all these years to go, so we need to be careful.
The CUT and SELECT tags you introduced for us are great. However, a couple of these tags are not currently included in the base game, but apply to raw-moddable files. The raw files lacking appropriate CUT or SELECT tags are:
body folder (all files) : b_detail_plan_default, body_default, body_rcp, tissue_template_default
creature folder: c_variation_default
materials folder: material_template
and the following one which i'm personally less concerned about:
building folder: building (only applies to the two vanilla custom buildings, screw press + soaper, anyway)
Why this matters:
If i want to make changes to, say, the c_variation_default file, I can't currently do that, and furthermore its in the same folder with all the creature files and have to ask my players to instead unload the entire Vanilla Creature Objects folder, with all its creatures.
Are there any plans to introduce appropriate CUT and SELECT tags for these raw files?
I just added it for the ones that could easily support, where it could be done quickly as the release approached, since they already had certain data structures/code blocks in place. It's certainly reasonable to get the functionality in everywhere and I understand why it would be useful.
Regarding a particular game mode, out of sheer curiosity since I personally don't know much about Dwarf Fortress's development, why is Adventure Mode always at the bottom of the barrel when it comes to updates in comparison to Fortress Mode, Legends Mode, and possibly Arena Mode?
Even before Dwarf Fortress's very successful release on both itch.io and Steam, congratulations by the way—got me a copy on Steam as soon as it became available, Adventure Mode was always last to receive the amount of attention Fortress Mode receives and now it's yet again last to receive updates and implementation into the premium version of Dwarf Fortress.
It's my favorite game mode, so I can't help but wonder, but thanks for all that you and your brother do. I'm very much looking forward to Dwarf Fortress's bright future now that its premium variant has been released.
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433650#msg8433650clinodev:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433762#msg8433762thvaz:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8433780#msg8433780Vivalas:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435500#msg8435500I think the responses here more or less cover it - if you cast your view a little further back, it's simply not the case. It is the case the adventure mode is rougher, and I think that's because it's simply harder to write a procedural RPG than it is to write a procedural settlement manager and get up to territory where it feels acceptable, at least in the situation we have here, where we're not willing to use most of the RPG tropes/practices/etc. that would make things easier (like hitpoints, or scaling equipment drop tables, or etc etc). But there's a lot planned for adventure mode and we work on it quite a bit.
I'm seeing some changes in worldgen between 47.05 and 50.02 in my modded world. Mostly that my one incredibly aggressive expansionist city building civ is not expanding (as you'd expect them to do in 90% of worlds generated in previous version) and they are content to found a couple of sites then build tombs until they go extinct. Same raws, same worldgen settings, no errors in copying stuff across as far as I can see. Just...different.
What kind of adjustments were made to worldgen balance this time that might affect the rate at which civs spread out? Maybe some necromancer nerfs or something?
--edit
After some fiddling about I found that adding Indoor/outdoor_farming gets them working again. I assume this is additions/fixes to the economy working behind the scenes. So generally is anything else interesting going on behind the scene during worldgen?
I don't remember a change here with farming, but it's possible some bug or other was squashed that changed the balance of things. The main thing I remember changing is just that book writing slowdown that Putnam found, and the ui of course.
Can you elaborate on what Putnam will be doing over the coming months? - Do you have plans to hire additional help in the near future? - Have you been receiving feedback about QoL changes to the UI? (tomb zones, report history, etc.)
I assume this might very well be clarified soon enough anyway by either Putnam, Tarn or Kitfox, but I'm curious if there's a specific focus that Putnam is currently set to have?
I might be wrong but I'd assume Toady will want to keep the big picture, foundational feature coding of the game to himself still.
There are no plans for additional programmers currently. Lots of feedback coming in. So far we've gone through some version control stuff, and also squashed a save corruption after a few long sessions messing around with it (I was mainly backseat driving through DF oddities while Putnam used a debugger and tested saved etc.) Putnam also fixed some other issues here and there, and that seems like what it'll be like. I think I'll be doing the arena changes at some point and we'll get them merged in. It's possible the save corruption stuff will be patched in sooner, but it's just more difficult to schedule quick patches now that there are so many more moving parts, at least now before everything is settled.
I'm not sure about the larger question of the division of kinds of coding labor yet, it's just too early to know.
we saw someone on the kitfox discord say that the reason labor management was changed was because you don't want us to be able to micromanage our dwarves. is this a true sentiment, or were they just salty?
[we quite liked the degree of control we had in the old system, so if it was intentionally removed and WONTFIX'd rather than an unexpected side effect of the new one... well, we'd be a little sad.]
what has collaborating with fans been like? will mike and the others be continuing to provide assets as development continues?
therahedwig:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8434192#msg8434192Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8434251#msg8434251DG:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8434334#msg8434334jipehog:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8434517#msg8434517Vivalas:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435504#msg8435504Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435570#msg8435570Vivalas:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435649#msg8435649Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435896#msg8435896Miuramir:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8436142#msg8436142I specifically set up work details so you could micromanage your dwarves, and they aren't necessary for people that like the automated system (aside from some of the default ones), so this seems misplaced. Obviously there need to be improvements. They are already in progress.
Having people familiar with the project working on the project has always been great, ever since we started. There'll definitely be a need for art as we continue, even with the arena stuff I'll be getting into soon, and certainly as we continue on with adventure mode. A baby aardvark was also drawn recently.
1. I noticed in the steam version that combat and announcement logs are currently limited and temporary compared to previous version. I just wanted to check if a more comprehensive and permanent log will be brought back into future versions. Rereading what my guys were up to is important for storytelling purposes.
2. Related to storytelling, will we eventually be able to export legends content like before? Viewing it in 3rd party programs was fun but it was the easiest way to export world gen parameters.
3. There seems to be some confusion that the game has been slightly 'simplified' (less granular labor management, inability to select specific ammo, burrows etc) for the sake of reaching a wider audience. I don't believe that was ever mentioned and besides a few specific examples I don't see much evidence of that so I believe that's just a rumor that a handful of people are running with. I'm certain a lot of the examples people site are things currently in the works. Unless I missed it, which I totally could have, it might be nice to have a list of familiar features currently missing that are currently being worked on from the "old" version that will make their way to the steam version versus things that have been actually been simplified if that's the case.
1. Yeah, we just ran out of time. I was working on it the week before the release but it just wasn't going to be testable. Now that we're fixing serious bugs and etc., it'll be a bit more time, but it's one of the high priority things to get back.
2. Similar, but it'll be a tad longer than announcements/reports.
3. Ammo/burrows/work details also similar. Ammo we're going to do with a ranged combat rewrite generally, probably before/at beginning of adventure mode stuff (now that version control is up and there are multiple programmers, I don't think there's going to be a patch drought while adventure mode graphical upgrade is in progress.)
The simplification sentiments for ammos/burrows, to the extent they exist, are also misplaced, as it was for work details, though in a different way since there isn't even a parallel new system for these. Just didn't get to the ammo system, and the game can function without it for a bit, so it was a reasonable delay. Alerts obviously are missed a bit, but we've already got the add all buttons in a patch and we'll get to a bit more to reproduce the functionality in whatever way.
Sentiments more along the lines of 'launched without things we like and expect' (depot accessibility is another one, legends exports, finishing keyboard menus, existing ports, etc... also adventure mode ha ha) are reasonable. Sentiments like 'altered to appeal to a broader audience' are also obviously true - that was the entire point ha ha. But that doesn't mean we've 'dumbed it down' or whatever. That just hasn't happened.
I noticed in the steam version of fortress mode some content changes have been made to make the game more approachable. Will adventure mode receive any content or gameplay changes when it finally releases on steam? And if so, are there any future changes you are able to tell us about at this time?
I imagine the process is going to be roughly the same as it was for fort mode. When you are updating a huge interface, sometimes it just makes more sense to change a system than to build an interface for it, and there are also lots of general changes that come up that make sense to do while you are in a given spot. With adventure mode, this is also coupled with the upcoming villains/army stuff - if it makes sense for some of that to come in earlier, because it would save a ton of time, we'll do it. But we don't want to get sidetracked into doing the whole of all that or it'll take too long, even though those two things together are specifically there in part to make adventure mode more of a full game experience.
I kind of love the way that, in 50.0x, you can click on your cats or even the giant hamster closing in on your fisherdwarves and read that he's "grouchy after being caught in the rain" and other such thoughts. Is that supposed to happen, or is it something you'll be re-concealing later? Same for enemy skills, were they visible before? I forget.
A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435352#msg8435352Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8435387#msg8435387Yeah, I think it's a little weird sometimes, but it's mostly been funny and doesn't really bother me. If it's changed, I'd hope for something interesting to compensate.