Right then. Here is a summary of major findings thus far. Please let me know if you feel something needs changing or clarification.
Updated March 11 2021General findings:- Many reports that Stress is close to 34.xx, in so far as the majority of Dwarves reach the state of "doesn't care about anything".
- The frequency of personality changes (often drastic reversals of a core trait) is the same.
- Meal quality definitely helps now, independent of favorite ingredient.
- "Caught in the rain" remains a veritable roulette wheel of effects. Sometimes it's a minor effect on total stress, sometimes it creates a feedback loop (miserable after rain, then miserable again after remembering that event x10).
- Tantrums due to stress seem less frequent.
- Dorfs seem to be make friends more easily, which helps reduce stress. As yet unclear how socializing works if the Dwarves have a constant never-ending work schedule.
- Possible that 'distraction / restless due to unmet needs' has a significantly smaller effect on overall stress. Thus unclear what being distracted actually does, in gameplay terms.
- The justice system remains a double-edged sword (no pun intended). Victims of crime are definitely happy when a verdict is delivered (conviction of farm animals not withstanding), while the accused are predictably miserable after a beating and/or incarceration.
- Dwarves who are emotionally fragile by default are almost guaranteed to snap, due the feedback loop of reliving a bad memory (often this means seeing a sentient corpse).
- No reports as yet of being able to significantly recover from stress. That is, going from 'very high/haggard & drawn', to 'happy'.
- Possible that a temple is no longer as critical to the early game if other happiness boosters are present (tavern, beds, mugs, etc.).
Observed new thoughts:- having an intellectual discussion with a friend/acquaintance
- feeling relieved discussing his problems with an acquaintance
OP:
Put on your big-Dwarf beards, because we have testing to do. Will be updating this as we go. Relevant patch notes:
- Made people get used to seeing dead bodies
- Made basic friendships easier to form for slow-to-love people
- Made people that work outside a lot get used to bad weather
- Made valuable food satisfy good meal thought in addition to preferences
- Added some additional dwarf chat types to meet some other needs and reduce stress
- Stopped many minor thoughts from forming memories
- Removed stress from migrants (e.g. ones from old forts)
- Vengefulness is no longer stressful (as it was mainly related to defending others from attacking animals)
Looks like a lot of issues can now be adapted over time, but excess stress might still break the more fragile Dorfs in the short term. I'm especially curious about the changes to Minor Thoughts. Can they have any kind of effect if they stack enough? Other questions off the top of my head;
Time frame of adaptation for bad weather & sentient corpses.
How depressed can a Dorf get about weather and bodies before rebounding?
Is weather just normal rain, or does it include evil weather types?
Numerical value happiness increase of different quality meals
Does this work on valuable drinks as well?
Logging the new chat interactions (and if possible, relative to a given need like praying or crafting)
Solutions for meeting the needs of Military Dorfs
Can the memory of bad thoughts still create a chain reaction?
What is enough to cause a personality change now?
Will Dwarves automatically try to fulfill needs if not explicitly given free time? (e.g. only free time is eat/drink/sleep).
How do the starting friendships of the 7 compare to 'normal' developments over the long term?
old thread for posterity