(Want to get a dwarf down from a wall?)
(You can't get down from a wall
or a dwarf. You're obviously thinking of ducks.)
I would actually find it a bit distracting to have tooltips on everything (if automatic/default on hover - even with a 'delay in place' trigger[1] to it), and you probably know from Windows how 'helpful' file or folder details tend to pop-over some of the normal background that you're actually more interested in. One reason I tend to leave the mouse alone, cursor off somewhere safe/unimportant on the screen, and use keyboard controls for everything I can. I imagine I'll do the same here if the GUI revamp allows.
Right-click[2] menu access to relevent functions
including "Description"/helpfile-window/whatever might be the better idea.
Or perhaps a dedicated/configurable/dockable bit of side-bar pane that can hold the 'pop up' info, but that depends upon giving over dedicated screen real-estate (like DF does now, or perhaps GIMPish, or Transport Tycoony) but I haven't seen mock-ups including any new-version general game-time layouts (beyond the clipped 'map' graphics), and I imagine that is still being bashed out heavily.
Configuration settings for 'levels' of note-pop/overlay/positioning, with "intro"/tuorial levels as default/initial option up to "not unless explicitly called upon" would be the obvious response, perhaps to encompass multiple such possible paradigms (quickly pointed out to new players as options to choose/rechoose to suit their preferences), if you can't be surewhat is
the ideal solution to this.
Not sure how this ties in with easy "wall problem" solving. Except as tutorialised popover notifications during the
actual Dwarf Is Stuck On A Wall/In A Tree contrived setup[3] used to explain external stairway/ramp solutions.
Also, this is beyond Steam/Itch tileset stuff, probably more FotF (which I remain several months behind in reading up on, must have another session to cut that down a bit) so I don't want to bother you artists much more with my thoughts on this somewhat separate aspect (it'd use your 'filligree bordering' and perhaps a texture, no doubt, but graphics and pallette taken in theme from other major elements, probably, either wholesale or tweaked).
[1] Which might force a player to pause the game to ID a moving creature/object/phenomenon. But better than the rapid cycling of pop-up info as things moving
under the cursor and/or the cursor passes over intermediate things on the way to the next click of meaning.
[2] Or equivalent, where it's a different system pointing device and/or accessibility.
[3] Two-step ziggurat is spawned[4], perhaps, two dwarves teleported to its steps, third dwarf has to be made to place a ramp against first step, then an offset up-, up/down- and down-stairs, a bridging floor and an additional wall on the first-step to allow wall-top access to/from the second... Would cover a lot of the common principles in one short lesson.
[4] Has anyone considered, rather than constantly disrupting the embark fort, having "image-in-image" mini-embark tutorial maps? Small independent slices of fort-like terrain that take focus during the tutorial. Generated
exactly as required for the tutoring lesson (including stockpiles and wildlife), banished when complete/dismissed when the player is finished learning/bored/done sandboxing in it, to get back to regular play that was suspended for the duration. Means no awkwardly 'magical' adjustments or requirements are needed in the main game to enable tutorialising, can be restarted (from scratch, if not with cached changes) at will as required...