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Author Topic: so... where were we?  (Read 4554 times)

Raven

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so... where were we?
« on: August 02, 2020, 09:06:05 am »

I didn't play DF since a few years and yet here I am...

It's been a while but I decided to try it again

so what did I miss in the last few years? I left df when taverns and expedition in the world map were just introduced

I watched a couple of videos and i found something amusing, dorf psychology seems deeper and now (so I've heard) they don't throw a party for every stupid reason, crippling the chain of the workshops

I also heard that there is a fellow, a dungeon master, which is different from the sheriff/captain of the guards, what's new about him?

undeads are more realistic, right? no more undead bunch of beard hair trying to strangle my fellow dorfs, right? seems a big step forward... anything else to know?

feel free to tell me everything you know, i'll also read some stuff on the wiki

It's good to be back!
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Leonidas

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Re: so... where were we?
« Reply #1 on: August 02, 2020, 10:50:29 am »

Check out guildhalls and libraries.
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Raven

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Re: so... where were we?
« Reply #2 on: August 02, 2020, 11:08:44 am »

Check out guildhalls and libraries.

at this moment I know very little about those subjects, I know that dorfs can do some research and write book themselves or acquire them in various way... trade, or something less clean

they can make cultural progresses but don't know yet what would be the use for them

guildhalls... totally dark on them, I just know that dorfs can make petitions to create such things, that should work with the location menu similar to temples and taverns

i guess they should work like schools where expert dorfs can teach their trade to others, right?

also, i have discovered that vile forces of darkness have become a lot ... more vile. they can bribe or corrupt dorfs in order to make crimes inside the fortress... guards and sheriffes can interrogate dorfs and learn about these schemes...

this game is becoming deeper and deeper...

where can I learn about these new features?
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Moeteru

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Re: so... where were we?
« Reply #3 on: August 02, 2020, 12:01:48 pm »

Dwarf psychology is deeper, but they also get depressed more easily and it's harder to save them once they start getting negative thoughts. Letting your dwarves get rained on can be enough to cause severe psychological trauma. They'll keep getting bad thoughts from remembering that time they were caught in the rain, even years later. They will also receive personality changes which can turn a balanced, hard-working dwarf into a nervous wreck.

If you have a bunch of dwarves in the same profession, they'll petition for a guildhall to be built. You need to designate it (the same way as temples/taverns/libraries) and then raise its value to at least about 2000 to satisfy the guild. Dwarves will socialise and hold training sessions in guildhalls, often raising their skills.

The same can happen with temples. Organised religions now exist, and if enough members of one religion gather in your fort they will petition for a temple to be built. The only difference is that sermons at temples give happy thoughts instead of skill boosts.

Villains exist and will send agents to try to corrupt your dwarves, but there's very little you can do to defend yourself. You can interrogate people and uncover their plots, but your artefacts will continue to go missing. In my experience the whole justice system is still more trouble than its worth, and it's best to set your tavern to only permit citizens and long term residents. If you don't allow any visitors in, your dwarves can't get corrupted.

The bug which caused equipment corruption and crashes when sending out raids has been partly fixed, although it's still a good idea to keep regular save backups.

Hair/wool can still be raised from the dead, although I think it's a bit less dangerous now. The biggest undead threat these days comes from animals which can roll into balls or retract into their shells. Some of those can become totally immune to physical damage when raised from the dead. Magma should still be effective though.

Libraries are somewhat useful since your dwarves get happy thoughts from reading books, but research is relatively pointless. In my experience scholars often end up getting thoughts like "felt anxious contemplating [topic]". The actual knowledge they gain is mostly useless.

For more detail, I think this is the wiki page you want: https://dwarffortresswiki.org/index.php/DF2014:Release_information/0.47.01

EDIT: Another big change is the existence of light aquifers. These are like normal aquifers, but produce water much more slowly. They're easy to dig through and can provide a nice easy source of drinking/bathing water early on.
« Last Edit: August 02, 2020, 12:04:40 pm by Moeteru »
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Raven

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Re: so... where were we?
« Reply #4 on: August 02, 2020, 03:20:52 pm »

Dwarf psychology is deeper, but they also get depressed more easily and it's harder to save them once they start getting negative thoughts. Letting your dwarves get rained on can be enough to cause severe psychological trauma. They'll keep getting bad thoughts from remembering that time they were caught in the rain, even years later. They will also receive personality changes which can turn a balanced, hard-working dwarf into a nervous wreck.

If you have a bunch of dwarves in the same profession, they'll petition for a guildhall to be built. You need to designate it (the same way as temples/taverns/libraries) and then raise its value to at least about 2000 to satisfy the guild. Dwarves will socialise and hold training sessions in guildhalls, often raising their skills.

The same can happen with temples. Organised religions now exist, and if enough members of one religion gather in your fort they will petition for a temple to be built. The only difference is that sermons at temples give happy thoughts instead of skill boosts.

Villains exist and will send agents to try to corrupt your dwarves, but there's very little you can do to defend yourself. You can interrogate people and uncover their plots, but your artefacts will continue to go missing. In my experience the whole justice system is still more trouble than its worth, and it's best to set your tavern to only permit citizens and long term residents. If you don't allow any visitors in, your dwarves can't get corrupted.

The bug which caused equipment corruption and crashes when sending out raids has been partly fixed, although it's still a good idea to keep regular save backups.

Hair/wool can still be raised from the dead, although I think it's a bit less dangerous now. The biggest undead threat these days comes from animals which can roll into balls or retract into their shells. Some of those can become totally immune to physical damage when raised from the dead. Magma should still be effective though.

Libraries are somewhat useful since your dwarves get happy thoughts from reading books, but research is relatively pointless. In my experience scholars often end up getting thoughts like "felt anxious contemplating [topic]". The actual knowledge they gain is mostly useless.

For more detail, I think this is the wiki page you want: https://dwarffortresswiki.org/index.php/DF2014:Release_information/0.47.01

EDIT: Another big change is the existence of light aquifers. These are like normal aquifers, but produce water much more slowly. They're easy to dig through and can provide a nice easy source of drinking/bathing water early on.

1) oof, that doesn't sound good at all, will it be tuned down? or do we have to hire some psychologist?

2) what if i don't accept the petition? no repercussions?

3) in a video of kruggsmash a dorf got stuck in worshipping because he has various object of worshipping, is it a bug? is fixed? should i stick with a generic temple?

4) with some common sense, a spy should be sent away before he commits crimes, right?

5) didn't know about that bug, good to know anyway

6) zombie turtles?

7) well happy thoughts, according to the fact stated in point 1) are very useful

8) well i hate aquifer anyway so i never generate them in my world

thank you for your kind help, anyone wanna add some other spicy facts?
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FantasticDorf

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Re: so... where were we?
« Reply #5 on: August 02, 2020, 03:33:58 pm »

You can raid and walk off with the goblins beak dogs, stir up trouble, do a little bit of theiving or just squash their settlements as a RTS side-game for bored platoons or to strategically demand tribute/surrender to end wars with foes. Goblins ran over with a really neat snare-drum of their own design last time i bullied them for tribute successfully.

The evil biomes also got a revamp (now can spread out from sites with sphere aligned actors like death *necromancer particular, pestilence, nightmares via, HFS goblin leaders) as well as the things that are restricted to manifesting within them. Bogeymen won't bother you anymore unless you go through nightmare affected evil territory.

You can pet your animals, and also ride them in adventure mode, as well as pre-create a party all together of a mixed cast of races & specialities, including using animals to pack your loot away along the usual lines of donkeys, camels & horses.
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tonnot98

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Re: so... where were we?
« Reply #6 on: August 02, 2020, 04:08:36 pm »

There's also forts, monasteries, and castles that are created during world-gen as seats of political and religious power.
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Leonidas

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Re: so... where were we?
« Reply #7 on: August 02, 2020, 05:29:05 pm »

8) well i hate aquifer anyway so i never generate them in my world

Don't dismiss them too soon. The light aquifer is nothing like the old kind. The walls and ceilings drip so slowly that they present very little threat, yet they still provide enough water to feed a well or a waterfall.
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anewaname

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Re: so... where were we?
« Reply #8 on: August 02, 2020, 11:45:06 pm »

Dwarfs like to read and your dwarfs will be slow to write, so buy books from every trade caravan that comes by. You will want to 'v'iew each codex and scroll in the tradegoods, since non-bound books do not have the book title where you can easily see it.

In your library, put tables and chairs. Dwarfs only need chairs to sit and read, but others may decide to eat there.

Accepting guild petitions and making a meeting area for them is easy and makes dwarfs happy. Build a display and put nice things in it to increase the guildhall value. Display furniture is new and allows you to show off items, even if it is just an exceptional silver axe.

Do not forget your doors and gates in case you need to retreat, since the newer undead can be terrifying in combat.
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There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Raven

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Re: so... where were we?
« Reply #9 on: August 03, 2020, 04:13:38 am »



Don't dismiss them too soon. The light aquifer is nothing like the old kind. The walls and ceilings drip so slowly that they present very little threat, yet they still provide enough water to feed a well or a waterfall.
i always had issues with wells and mist generators. I'll need some practice

Dwarfs like to read and your dwarfs will be slow to write, so buy books from every trade caravan that comes by. You will want to 'v'iew each codex and scroll in the tradegoods, since non-bound books do not have the book title where you can easily see it.

In your library, put tables and chairs. Dwarfs only need chairs to sit and read, but others may decide to eat there.

Accepting guild petitions and making a meeting area for them is easy and makes dwarfs happy. Build a display and put nice things in it to increase the guildhall value. Display furniture is new and allows you to show off items, even if it is just an exceptional silver axe.

Do not forget your doors and gates in case you need to retreat, since the newer undead can be terrifying in combat.

i always make a moat + bridge for my basic defence needs

a display is like a pedestal, right?
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FantasticDorf

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Re: so... where were we?
« Reply #10 on: August 03, 2020, 04:43:51 am »

i always make a moat + bridge for my basic defence needs

a display is like a pedestal, right?

Display cases are a little bit more expensive than pedistals (they take a window in the construction), so saying its a display object for the sake of generalization would make it correct since the furniture has a malleable description, you can for instance simply create a new one in the raws on a whim. Things added to it, especially if a dwarf likes it will add to room value, and its a lot more clean than pushing the artifact into a dump-pile or specialist artifact designated stockpile storage all over the floor.

Oh yes i remember now, while you can't really bother with dice & altars in fortress mode (because of the implication of how fast time goes and consequences) you can have negative & positive effects from visiting shrines and rolling the die at them. Sometimes they'll heal you, sometimes they will bequeath you with a weapon or pet, other times they will inflict misfortune (reducing your skill roll success rate, also goes other way to increase your luck) or a terrible curse.

How many sides a die has relates to the range of strength of effects as you travel between shrine sites, you can only roll once a week, cursed indviduals are locked out of rolling.

Talking of terrible curses and other such creatures, werebeasts have had their wealth & population requirements tweaked so they're not persistently a very early game threat anymore. And you can't become cursed into a night-creature by tipping over other people's statues anymore, only the statues of your own dieties within respective temples, which tends to localise the nightbeasts in w.g a bit.

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Raven

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Re: so... where were we?
« Reply #11 on: August 03, 2020, 05:55:09 am »


Display cases are a little bit more expensive than pedistals (they take a window in the construction), so saying its a display object for the sake of generalization would make it correct since the furniture has a malleable description, you can for instance simply create a new one in the raws on a whim. Things added to it, especially if a dwarf likes it will add to room value, and its a lot more clean than pushing the artifact into a dump-pile or specialist artifact designated stockpile storage all over the floor.

Oh yes i remember now, while you can't really bother with dice & altars in fortress mode (because of the implication of how fast time goes and consequences) you can have negative & positive effects from visiting shrines and rolling the die at them. Sometimes they'll heal you, sometimes they will bequeath you with a weapon or pet, other times they will inflict misfortune (reducing your skill roll success rate, also goes other way to increase your luck) or a terrible curse.

How many sides a die has relates to the range of strength of effects as you travel between shrine sites, you can only roll once a week, cursed indviduals are locked out of rolling.

Talking of terrible curses and other such creatures, werebeasts have had their wealth & population requirements tweaked so they're not persistently a very early game threat anymore. And you can't become cursed into a night-creature by tipping over other people's statues anymore, only the statues of your own dieties within respective temples, which tends to localise the nightbeasts in w.g a bit.

so you put an artifact on a pedestal or display case and it becomes like a statue, so when dorfs watch it they have thoughts on it and their mood improves, neat!

in the next part are you talkin about adventure mode, right? don't get much the dice rolling part

i feel like i missed A LOT in the past few years...

I feel like a whole world has born
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Leonidas

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Re: so... where were we?
« Reply #12 on: August 03, 2020, 08:48:41 am »

so you put an artifact on a pedestal or display case and it becomes like a statue, so when dorfs watch it they have thoughts on it and their mood improves, neat!

Putting an artifact on a pedestal also makes it available to be stolen, which starts the new justice system. You can interview witnesses, solve the case, and accuse the culprit.
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Raven

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Re: so... where were we?
« Reply #13 on: August 03, 2020, 08:52:05 am »



Putting an artifact on a pedestal also makes it available to be stolen, which starts the new justice system. You can interview witnesses, solve the case, and accuse the culprit.
Are the display cases immune to theft then?

but more importantly, a question from above: will the stress system be recalibrated?
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Leonidas

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Re: so... where were we?
« Reply #14 on: August 03, 2020, 09:09:19 am »

Are the display cases immune to theft then?

I doubt it. If you put minor artifacts on display and they get stolen, then you get to experience a new facet of the game. Otherwise, you miss out. Though there are ways to make sure that the theft is detected immediately, so that you can recover the artifact before it leaves the fort.

but more importantly, a question from above: will the stress system be recalibrated?

There was a huge official discussion of stress, in which the subject was pulped, mangled, decapitated, and in all other ways beaten to death. It's up to Toady now.
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