Thanks!
Are maps ever coming back to legends mode?
jecowa:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8556201#msg8556201Yeah, there were just some minor display irritations, so I didn't get there for the initial release, and since then we've been caught up in fixes and adv stuff. Legends will get its finishing sometime soon after adv beta is done. It all needs to be finished.
You and Threetoe have stated in the past that you plan to soon add some kind of "healing magic", mostly to help adventurers heal their wounds and replace the current "fast travel to wait" system (unless I'm misremembering or have misunderstood things). How exactly do you plan on adding this, and are you afraid that it might undermine the game's current medical system, especially in fortress mode? If so, how do you plan on preventing that?
Right now, we're playing around with primordial substances that aren't stress-free to obtain, from sites. So they won't be immediately disruptive. But yeah, it's definitely a universe-setting-level change to go further into healing and making it easier to access, similar to the way other magic like teleportation would heavily disrupt existing mechanics. Erring on the side of expanding parameters rather than preventing disruptions.
do you know exactly what causes this bug? https://dwarffortressbugtracker.com/view.php?id=11458
I believe it's the source of many a worldgen crash for people who have modded civs in their games.
will we see an expansion of good-sphere utilizations, like major blessings, spreading influence from rulers and such? On that note, how about neutral or non-aligned spheres?
DPh Kraken:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8556498#msg8556498evil_pigeon (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8556505#msg8556505Hmm, hopefully that bug is fixed. I recall the chefs one anyway. But if there's still crashy behavior in the latest version I guess there's more work to do.
I'm not sure which'll be the first big good effects we'll see coming in. It has to be something that has an effect in game, and since we don't have economic activity post worldgen in the wider world, the typical blessings (farming etc.) don't make much sense. The primordial tutorial stuff we're doing now is another candidate, for neutral stuff, but not before the beta is done.
One more UI overhaul?
yeaaaaahhhh... everything will be fine.
Btw, when are we going to get the October report?
Ah, I had marked it off by accident. So, October 31st apparently!
Would be possible to have the beta branch available in itch.io as well? Sorry, I searched the forum but I couldn't find a definitive answer about that.
Maybe I'm wrong, but to me it seems it wouldn't be too hard to make it available in itch.io. I decided to move away from Steam and buy the itch.io version instead (even though it's twice the price of the Steam version in my country), but I have the feeling that Steam is always favored over the itch.io version. I had the same problem to get access to the Linux version via itch.io in the past.
I appreciate if you can clarify this distinction between Steam and itch.io. Thanks!
Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8557886#msg8557886Yeah, Steam is a bit more convenient for betas, and only a few percentage points of players are using the beta overall, so I haven't been doing itch or classic beta versions to streamline uploads and compile times. And generally they'll just be crashy garbage, for smaller features we did in beta. But obviously something like this is different. Though hopefully we'll just be out of this beta soon, we'll have the lua beta starting sometime after that, so it'll be good to figure it out. Just sent Kitfox a note.
When the planned Lua-implementations are done, maybe it would be a possibility and a good idea to set up a team of modders from this community. They can use the new tools to work consistantly based on a shared roadmap with the devs. The additions the've created can be part of the official release, optionally switched off using settings. What is your view on this?
Criperum:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558322#msg8558322Ziusudra:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558407#msg8558407FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558434#msg8558434aSpatula66:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558438#msg8558438Yeah I agree that people will self-organize regardless, and both Putnam and I are open with questions and such, and as with DFHack we'll work with people on specific matters as it comes up. I'm not sure why we need an official collection of turn-offable mods when there's the workshop etc.
Is the "Development" tab from the website (http://www.bay12games.com/dwarves/dev.html) planned to be updated again at some point ?
I guess plans and progress can be followed from reading through the forums, but I am wondering if this is the only way now or if I am missing some other roadmap somewhere.
I'm not going to update it until the Steam update is complete, since it's mostly just been interface stuff in the same vein for the last some years. The items up there are still basically correct, still basically next, and still not done. The idea of doing larger arcs is out, but the chunks are still what we want to do.
I'm not sure which format would be ideal, really, since nothing in the past has really been all that accurate.
What are your plans for aquatic animal people? Are they meant to be bound to the water to breathe?
Perhaps plans for interactions with the boats or visitors to underwater settlements?
is it an oversight that Sponge Man wasn't given ExtraVision to see like Worm Man received?
ryno:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558629#msg8558629A_Curious_Cat:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558643#msg8558643DPh Kraken:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558731#msg8558731I'm not sure we ever decided what to do with the aquatic animal people, the ones that require water to breathe (rather than the mammalian ones.) The land-based ones don't have settlements either now, so it all requires a lot of work, and the water ones will be more difficult and strange. The first push with this was (on land) going to be the entity rewrite stuff, with nomadic groups. Now that's just in the mid-range upcoming pile.
Sponge people are complicated by their lack of complication... the peoplification process gives them more abilities, but sponges started very simple. However, they should probably be playable ha ha, and maybe extravision would be good.
1. On the nautical theme: Is it likely we might have a way other than a complete vehicle system to explore the sea (such as a water-breathing syndrome, fish mounts, or wagon-style simple boats), so that oceanic adventures may be had? Was reading about Sinbad, and it feels totally in-line with the Adventure Mode vision: expendable companions, fire-breathing elephants, roc eggs, random haulers to foist your artifacts on, and even a Ñ!
2. I just learned that religions cannot form around Titans. Is this because such a religion should instead revere an associated Force, given the former's description as a "ancient force of nature"?
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558925#msg8558925dikbutdagrate:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8558968#msg8558968Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg8559041#msg8559041DPh Kraken (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg8559218#msg85592181. Feels likely as we get to more magical exploration and map stuff, yeah. Loading ocean maps deep under has some tech problems I recall, but after that, it's just the lack of stuff.
2. I think the comments addressed this one.
Since dev plans/roadmaps have changed a lot over the last couple years, I was curious where improvements to wildlife fit in to future dev cycles? Things like making animals (including sentient creatures like gorlaks, dragons, megabeasts, etc.) eat, hunt, and interact more with the world around them. Also ecological interactions like the plants influencing the animals that appear, animals influencing plant populations, prey avoiding predators, predators following prey, etc.
As usual I'm not sure exactly when we'll get to even regular NPC scheduling AI and such (which feels vaguely like megabeast AI). The hero role stuff on the dev page vaguely referred to megabeast intelligence improvements so it's not that the roadmap changed so much, but there's always a lot going on. For the ecology stuff, it's a lot of work with data and such. The biomes we already have form the first correlation for plants and animals, but there's more to do of course, especially in terms of making it dynamic and responsive. We don't track any animal locations (there's a bit of this w/ hunting up on dev), and it's hard to do it all over the world without burning the computer. For behavior of individual loaded creatures that are in the play area, it would be cool if animals behaved more like animals, and generally to have a broader range of behaviors and interactions. Not sure when we'll do any of that though, since it doesn't fit with the existing groupings.
How soon can we expect map memory to appear in the beta? I hope it's a priority since it's a very important and useful feature to have especially when exploring underground. I can understand how it would be difficult to implement with the new graphics though.
Yeah, we're just trying to figure out how to display it. All the code is still there, we just need graphics that work. Possibly something sparse rather than trying to get faded/gray colors to look good, but I'm not sure. Sparse could also look bad.