Question for Toady: Will the new soldier changes let us stop a soldier from what they're doing? Or at least let us change their priorities mid-combat?
You'll be able to do more with them, but I don't really like the mind control stuff. I'll have more specifics when I get there and see how it's working out. The squad control goal for this release is to give you the ability to low-hassle defend your fortress if you are prepared and to accomplish local missions without anything really annoying happen unless it's actually your fault. Whether that means dwarves won't chase groundhogs instead of a goblin invader is unclear, as there are more pressing concerns as it stands, with things like food breaks and huddling around wounded commanders and all that.
now that all objects have a proper size, will throwing damage be fixed ?
It'll certainly be changed, not so much because of any object changes, but because of the tissue changes, but I'm not sure if all of the projectile problems will be fixed this time around, as I'm not to that yet and some of it has to do with projectile skill problems.
Now that creatures can have non-standard materials for their parts will this allow dual purpose for them?
For example will a being with a skeleton made of Iron be capable of making both rather strong Bone armor and be capable of having its bones melted down into Iron?
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If someone's skin was made out of Jewels, could you cut it into gems or turn it into extravegant leather?
There is still some reliance on item type in the jobs -- so a jeweler is looking for a rough "boulder" type item for gem cutting. In the same way, the leather working could make the skin into an extravagant leather, even though tanning shouldn't really work at all. You'll be able to melt down any "metal" class object, which would include the bones of a creature that happen to be metal. The boneworker will be able to work them (again relying on the "bones" item type), even though that's a bit weird given that the material isn't actually bone. It's all a work in progress as usual. I imagine in the future (way after this release), it'll treat some of these scenarios more rationally, but in general, yeah, you'll be able to do more things than before.
My question; Will just about everything become materials? Dwarfs will the made out of muscle and bone and whatnot, but will objects be able to be made out of "dwarf" material?
In general, yeah, though an example would let me clarify.
Speaking of which. Toady, PLEEESE add value tags for ALL materials and items! If you can't bother to do all items, do it for the weapons at least! Making new weapons balanced is such a PITA without the ability to alter their prices...
I'd prefer entity-specific value modifiers for materials and items.
There will be value tags for all of the materials this time around. I'm probably not going to change the item raws, as the future of the value system is up in the Caravan Arc, which is finally (partially) on dev-next though that doesn't put it exactly close. In general, the value will depending on all sorts of things like availability and usefulness and civ aesthetics (it's already been doing this last one for a while during trade, though it's still hard-coded based on some of the civ flags), and I doubt a [VALUE:#] will survive the process. It'll probably be more like the army strength calculations for creatures (without the megabeast death part), where all of the little numbers come together to define the usefulness, and they are filtered through entity ethics-style stuff to attain aesthetic value, and then availability comes up during the world gen and in-play trade sim, though I haven't really thought too much about the specifics as it's quite a way off.