While we're blessed with your almighty presence, what has been your general attitude regarding the request for more building-block materials such as rotatable/movable building components?
Because of the sheer amount of redesigning and content, will there be new additions to the Dwarf Fortress vocabulary to cope with it? Take for example say... potential RNG martial arts styles or creative art pieces.
Generally when I add a new nameable thing I add new words (you can look near the end of the word file and tell what I was adding sometimes), but there's nothing this time, I think... I'm not sure. Map features maybe. When I get to the martial arts stuff I most probably will.
Is skill synergy getting added along with all the other skill/att changes?
Some of it, particularly with weapons I think. I'm not doing anything with profession skills because I haven't gotten to those in general. I might gut them as I planned to do more along the Armok 1 lines later on, but I haven't decided yet, and certainly not for this release.
Since you're overhauling the body mechanics, are you going to make it so that redundant parts can be an asset? Having two hearts for example could make it possible to survive the loss of one, likewise with heads. Or the two parts could be given different jobs, like one head is the emotions, the other head the skills?
You can already give different parts different jobs, if you add them separately, but you'd have to do the faces again and so on. There are body categories now that somewhat alleviate that but it's not fully implemented (ie some things still only work by type or token, not category, and I'm not sure I'll get all of them this time).
As far as redundancy, it's going to depend on the new wound system. It guts everything, so anything is possibly, but that also means new or old holes might show up or remain. I'm going to do my best and I've set aside quite a bit of time for it, anyway.
How long army arc is being developed, 'cause I'm going to be worried if it will take more than 2.5D arc
The army arc is being riddled with various other arcs, so it's hard to measure. A long time until it's done, but other arcs will also be finished around the same time or before, probably. It turns out I didn't like focusing on just one thing, which probably isn't a surprise.
now it is offical, we have more detail than even the goriest games ever made
Don't they have wii games where you tear the johnson in half with the nunchuk that get banned in countries and stuff? I guess people will mod that in. I wonder about my news sources.
I wonder if "send in a chitin tissue to fill the skin role in the exoskeleton plan" means that you actually create the chitin in the creature material list and then send that material. I suppose for things like iron men you would also have to be able to pass materials from outside the creature definition, i.e. iron.
Yeah.
Will we be able to determine certain body layers' hardness?
For this release, yeah, you will be able to specify material properties that have combat ramifications for each tissue layer/material of the body parts. I don't think I posted the new material definitions... many of the hardness-type properties don't have use yet and won't for a while, but I did go kind of nuts with it, because I wanted it to last a while. It's a somewhat troubling list. In particular:
(catchall for tensile, shear, compressive, etc.)
C.. catchall? I probably should have. I was bad again.
Upper Incisors, Lower Incisors, Upper Canines, Lower Canines, Upper Molars and Lower Molars?
I think I did upper front, upper lower, left back upper, right back upper, right back lower, right back upper... the lack of differentiated canines was calling for specification, but that would make me differentiate them all. This is the tension I might have mentioned on this. My solution thus far is to assign names for members of the groups without adding new body parts defs. Not settled yet.
I'm still curious if with all this body detail if there would be sexual organs.
I'm not doing anything yet aside from specifying the gender (so the babies come from the right morph). My main thing for doing morphs was actual things like antmen and so on, where they can be used for proper castes (which is the reason I'd been using the word caste, though morph might be better).
So Toady went to an Obama victory celebration party last night, I take it?
I'm in the middle of nowhere, so I was with my brother and my parents watching TV. I don't have a TV, not that you need one to get results. We still had pizza and beer though. Only six bottles though, hence my comment.
I'm just thankful Toady isn't (hopefully) adding cavities and skin cancer.
I can't say which one would come first, but I can't say I'd rule either one out. All for it, really. Not just yet though.
I hope the fact that the map changes have relatively few numerical points is just an indication that each point is a bit bigger than in the other things.
Yeah, those are a bit more dense than some of the others. It's kind of a mix of very fun and very not fun to work on as well.
Your priorities suck!
I dunno. I'm all right with what I'm doing. I don't feel like I'm floundering at all, whereas with Armok 1 it was pretty clear, even at the time. I think the differences between the sort of thing I'm working on and working on "game" are a bit more stark at this time because in the large rewrite I have to start with the most basic elements first (as you can see a bit from the breakdown in the last
dev_now). Certainly it's understandable if somebody gets sick of the wait or the game in general.