Is there any chance at all that backing up/syncing saves in the Steam Cloud service will be implemented in the future? I have two PCs I play the game on and it would be handy to have my saved games be synced between them (in addition to having a backup in case something goes from with the hard drive)
Is there any plans to add steam cloud saves? This would be a really QoL update for me
Saves can be very large so I don't think it can be a default option given how long it would take to sync saves. It might be possible to make it optional but the fast way of setting up a sync folder doesn't seem to do that. We're open to doing it but it might require a small workshop-like push to get it to function.
> 50.08 notes: Allowed most water-based jobs that use buckets to use partially-filled water buckets in addition to empty buckets.
Which jobs can't use partially filled buckets?
Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8473643#msg8473643PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8473696#msg8473696Are there plans to add the remaining export functions to Legends Mode? The pops and history files are probably the most important bit. At least to me as a modder anyway.
Thank you for reimplementing legends export. However, in the classic version alongside legends xml export there were some other options allowing to export for example, historical figures or terrain information. I heard that terrain data export would be difficult to reimplement for the time being because it's tied to adventurer mode in some way, but are there any plans to reimplement those other remaining export options that were there in the classic, in the Steam version in the meantime? Like the option to export historical figures etc. I apologize if I come off as overly persistent with asking about those exports but there seem to be quite a few of people who are looking forward to seeing them back in the Steam version of the game.
Yeah, we'd like to get everything back. Anything that requires a full menu rather than a simple button is just slightly lower priority (so xml came first.)
1.Can we expect some adventure mode ai improvements after the update is out?
2.After the magic update, will there be the possibility of some people having powers based on their values and personalities?
3.Will we ever have procedural government systems?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8473913#msg8473913DPh Kraken:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8474291#msg84742911. The adventure mode update? I think it'll come with those on the first pass, like fort mode did.
2. Yeah, this seems quite possible, and fits with tropes etc. as PatrikLundell mentioned. The whole thing is kind of like "add an internal API/debugger" so it's unclear what will make the first/second/etc. passes, since it won't be everything and we might run into unexpected snags referencing certain systems (though syndromes/poison already affects emotions etc.)
3. DPh Kraken covered everything here I think.
Are there plans to further expand the personality model, to have dwarfs interact more with the community in which they live? For example, to enable scenarios such as:
- A dwarf reacting with jealousy to a spouse having an affair.
- A dwarf trying to mend relationship between two friends who had a fight.
- A dwarf experiencing peer pressure to do something they don't really want to (e.g. joining the military, because all their acquaintances did).
These things are all reasonable of course. They don't fit explicitly in the existing near-term plans, which are shaped around villains, armies, magic etc., but little things like this occasionally get added because we're in the neighborhood, especially with the villain plots/relationships and certain magic effects. The (sorta) recent divorces came from the first half of villains as I recollect, and jealous lovers would fit right in etc.
Is it possible for one dwarf to affect the mood of another?
(do you have any future plans for how dwarfs affect one another, action-reaction scenarios)
1) for example, perhaps a general who gets excited while in combat can cause others to become excited and spur them forward, while the same would be true if they are terrified and cause others to flea with them.
2) have you considered adding a counselling room?
(Or some other method of helping dwarves regain control of their mood? magic enchantments???)
where dwarfs who are upset will seek out help?
with the beauty of the room and skill of the counsellor causing a level of mood buff?
The mayor and priests already work as a counselling room, I think, insofar as that kind of thing is going in. Infectious emotions aren't really in the game as far as I remember, and the situation is more or less as with the previous question by Vanzetti.
(list of entity position tokens for graphics) Are we likely to get these back?
Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8474277#msg8474277Yeah, if those entity position ones aren't working, it's something odd and bug-shaped, since the code is more or less the same with the ones that do work.
Whats going on under the hood exactly, when a fell mood dwarf grabs an intelligent HFS creature? Why does it look like probabilities are weighted differently depending on the reagent material used during a fell mood? From a lot of testing, it appears that in fell mood instances involving an intelligent HFS gemstone person being "used" as its reagent, specifically, the resulting artifact will be either a left or a right gauntlet 50% of the time, which is odd.
For corpses, it mainly seems to care about leather vs. bone vs. other. For the other category (where gemstones would be), it adds "SCALED" clothing of all sorts, but also lots of different craft type items, so I'm not sure why gauntlets should be so frequent. Helm, mask, and leggings should also show up, as well as the crafts. But this is ancient stuff, so anything could be going on/wrong.
Are the black/shadowy sprites for procedurally generated creatures considered final art or stand-ins for the time being?
The feeling at the time was that they were probably a stepping stone to a more colorful system, and that still seems right, but that they are good for a while. When we're looking more closely at e.g. night trolls and bogeymen etc. as we do adventure mode graphics, we'll see where it all goes.
Early footage of premium featured more graphicalized tree stumps that did not make it into release; my theory is that by extending beyond it's own tilespace it created clipping issues when trees were directly adjacent other objects. They looked quite epic however! Might we seem them return, and what other kinds of fun graphics ended up on the cutting room floor due to time constraints? I enjoyed watching the evolution of many assets as the game neared release- and I'm also curious if the artists created referenced 3D models for the later iterations of wagons, siege engines, or windmills. They look "modeled", and they're some of the finest assets in the game now.
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8479459#msg8479459Yeah, there was some issue with shadows and also the issue with having multiple trees surrounding a tile and having their roots all print in it from different directions, which, with tree species, really compounds the data that needs to be sent in to render the tile. I'm not sure about the windmill etc... I have a vague vague memory that the windmill might have started with a 3D reference, but I don't recall anything for the rest, and I might be wrong about the windmill.
What news of reinstating keyboard controls? (I'm really struggling with the inefficiency of the mouse for large designations, plus the loss of macros)
Macros are in there in some form, though maybe they don't play nice with the designation cursor - I thought I tested that part. In any case, there isn't specific news, but Putnam has been revamping interface stuff, including standardize some list widgets and such that should really help when we get there.
Why can't I find the filter options for assigning units to zones (such as showing only grazing animals for pastures)?
A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8479866#msg84798661. What's left on the to do list before work porting adventure mode over to the steam version can begin? Adventure mode was always my favorite mode.
2. Over the updates between now and the myth and magic update will any other minor magical activities/effects be added similar to the divination dice that were added a while back?
dikbutdagrate:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8480479#msg84804791. I have a little adventurer running around rendering again. We're just going to have to do everything simultaneously now, so what's on the list doesn't really enter into it.
2. Anybody's guess! The underground rewrite of the endgameish stuff for the Steam release was something like that.
Are you satisfied with the way magma currently behaves? Were you ever interested in making it more realistic? For example, people can not sink into real magma, as it is roughly two to three times more dense than living tissue.
Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481152#msg8481152 It's a mixed bag! Real magma would also cool off, which is a tougher question for fantasy magma I think. People burning to death on top of magma would be fine with me though.
If gorlaks have the [GOOD] tag and are supposed to be peaceful, sociable creatures, why are gorlaks that come from the caverns technically marked as hostile?
dikbutdagrate:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481159#msg8481159eerr:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481599#msg8481599A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481610#msg8481610Yeah, the gorlak was never really done any justice, since underground societies are all terribly underspecified right now, and gorlaks even more than the underground animal people. The game just isn't set up for them currently.
Currently, the underworld is a giant cave with demons and eerie glowing pits that sometimes connects to the upperworld through towers in dark fortresses. It's rather bland compared to other parts of the game.
Do you have any plans for the underworld pre-magic, after which it will (presumably) be overhauled and left completely up to world generation? For example, adding something valuable there to make it worth venturing into? Or maybe creating underworld structures like fortresses/pits with cages and other evil contraptions of hellish depravity?
Doorkeeper:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481246#msg8481246dikbutdagrate:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481284#msg8481284The adamantine is the valuable thing, as Doorkeeper replied, and the demon invasion is the punishment. It's a simple thing, and after the latest changes, I'm not sure we're going to fiddle with it more before we get to the actual rewrite.
What is the EQUIPMENT creature flag used for?
I tested a summon unit interaction for creatures with the EQUIPMENT flag, and it ended up summoning a wagon. This is the same as summon interactions which only summon creatures with the EQUIPMENT_WAGON flag. I don't think these flags are redundant though.
Eric Blank:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481574#msg8481574Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8481613#msg8481613