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Author Topic: Did they fix the relationship bugs?  (Read 1540 times)

DizzyCrash

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Did they fix the relationship bugs?
« on: February 03, 2020, 02:01:54 pm »

So a new version has been released and i am considering getting into the game again... i see they altered some relationship stuff so i was hoping that means they fixed the bug that every single person in your fortress are just acquaintances and never ever interact with one another?
Cause that has caused me to be hesitant about picking up the game for a while, i dont want my first experience wth these new features to be muddied by this glitch.
No more arguements, fist fights, socializations, friends, dynamically changing relationships, just alot of what made DF feel alive and vibrant. Lookinng at my dwarves friends and family list just to find 30 casual acquaintances has been like the biggest hard to ignore issue for a long time now.

Also how close are we to getting the steam release? I am thirsty for that new graphics pack!
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Shonai_Dweller

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Re: Did they fix the relationship bugs?
« Reply #1 on: February 03, 2020, 04:24:30 pm »

Steam development arc is just getting started. So 3-12 months away at least.

Hard to say if relationships are working better now. They will at some point during this arc. Never play ver .01 if you're worried about bugs. I'd be more concerned about enslaved horse-mothers and necromancer immigrants for now.
« Last Edit: February 03, 2020, 04:26:18 pm by Shonai_Dweller »
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PatrikLundell

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Re: Did they fix the relationship bugs?
« Reply #2 on: February 03, 2020, 04:33:07 pm »

You'll probably see no change, although I haven't played myself. As far as I understand they've just added divorce, remarriage, and multiple lovers to support Villiany, but not the underlying Fortress issue of them being almost incapable of forming relations without overseer guidance (i.e. the structures have been modified, but not the basic logic feeding them in Fortress mode).
The needs issues are intended to be addressed on the road to the Premium release, but the next burning issue on that road (apart from the raging fires of crash bugs, which is going to be the next [few?] release) is to do some of the graphics stuff to allow the artists to proceed with their tasks.
I'd expect the Premium release to happen almost precisely a year after the first Villains release, i.e. just short of in a year, as I think there's a deadline about that time.

It would make sense for needs to be addressed as soon as the artists have their prerequisites taken care of, together with lesser Villains bugs, as that would allow the community to play test and provide further tweaking feedback, but my second guessing Toady hasn't exactly had a stellar track record in the past. However, the indications from Toady are that the development will change to a two track one, i.e. support for the current release in parallel with development for the new one, as a 5 year release silence after the Big Wait starts would probably kill DF commercially. This is what would make it possible to go back to fix things after initial graphics support has been added to the Premium track.

So, check back in a couple of months...
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Symmetry

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Re: Did they fix the relationship bugs?
« Reply #3 on: February 03, 2020, 05:46:56 pm »

I have played and I see no difference in relationship making, I see nothing but passing acquaintance after years of a 1 wide table/chair/tavern/chair/table setup.  Like before.
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FantasticDorf

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Re: Did they fix the relationship bugs?
« Reply #4 on: February 03, 2020, 06:07:34 pm »

I noticed a bit, especially them conciously building up their social skills to clumsily talk to each other but its still quite reliant on making tightly packed spaced for them to mingle in. In terms of fortress design the majority of players are going to designate places without much thought going in to perfect ratios.
  • Maybe get them to do merchant caravan exchanges to quickly dump some talk & bartering exp onto themselves by quickly cycling anybody to sell some old-rubbish if you're clearly buying them out
  • Modding workshops to increase their social skills are also possible now (skill roll range token reactions rewards more XP and attribute growth on successful reaction completion when added), maybe some sort of school themed place where through repetition they can improve their assets like memory, musicality and speech.

Saying that, paved roads officially block dancing spaces which mean that they'll often withhold themselves from dancing their little legs off 24/7 and the new guild halls are like taverns without the singing and storytelling but instead do productive talks. Id go with small guild halls as the latter for the added benefit also.
  • Oh and definitely promote seasons of silence by just turning off all your locations for a while, since Toady fixed the zones silently staying on when the meeting area was turned off & burrows to give them some quiet time around the statue gardens.
« Last Edit: February 03, 2020, 06:11:31 pm by FantasticDorf »
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Symmetry

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Re: Did they fix the relationship bugs?
« Reply #5 on: February 03, 2020, 06:13:48 pm »

You're right, their social skills do seem to improve more.
Right now it's a bit of a blessing it doesn't pregress to friendship, otherwise they might get married and have to play horsey with the kids *for the rest of their life*
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Yoink

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Re: Did they fix the relationship bugs?
« Reply #6 on: February 04, 2020, 12:51:38 am »

I've seen at least a few friendships form, although admittedly the ones I remember were between my three miners - who generally spend a lot of time working closely alongside one another. I think they seemed memorable since two of those miners had since died. How sad.    
I guess we'll see how everyone else is doing, relationship-wise.     
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Ant

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Re: Did they fix the relationship bugs?
« Reply #7 on: February 04, 2020, 01:12:05 am »

I had the woodcutter and stoneworker from starting seven marry in the late winter of second new fort (and world) of 47.01. Have not seen that announcement since 44.01! So something seems to have changed. Have to keep a closer eye on my dwarves.
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Shonai_Dweller

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Re: Did they fix the relationship bugs?
« Reply #8 on: February 04, 2020, 03:07:06 am »

I had the woodcutter and stoneworker from starting seven marry in the late winter of second new fort (and world) of 47.01. Have not seen that announcement since 44.01! So something seems to have changed. Have to keep a closer eye on my dwarves.
The starting seven have always had some kind of magic that allows them to make friends, marry and such. Hoping for changes, but it's gotta be seen on new immigrants to know something's really happening.
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DizzyCrash

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Re: Did they fix the relationship bugs?
« Reply #9 on: February 04, 2020, 03:22:17 am »

This is honestly the only bug fix i care about... i am sure there are some others that are very important but... iv either not noticed them or they dont come to mind.
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Shonai_Dweller

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Re: Did they fix the relationship bugs?
« Reply #10 on: February 04, 2020, 03:28:29 am »

This is honestly the only bug fix i care about... i am sure there are some others that are very important but... iv either not noticed them or they dont come to mind.
In the next release, babies won't kill their mothers (by turning them into mindless slaves). That's a nice bug fix to have. Especially if you're looking forward to relationships.
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Ant

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Re: Did they fix the relationship bugs?
« Reply #11 on: February 04, 2020, 06:09:08 am »

This is honestly the only bug fix i care about... i am sure there are some others that are very important but... iv either not noticed them or they dont come to mind.
In the next release, babies won't kill their mothers (by turning them into mindless slaves). That's a nice bug fix to have. Especially if you're looking forward to relationships.

Oh god, I need more coffins pronto. My dwarves have been popping babies like no other fort before, this kinda explains why some of my dwarves have died unexplicably.
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