>>> What are these "Map features" ?
Yeah, the underground diversity style stuff. I'll just do it for a while and see what ends up there.
>>> If you don't mind me asking, Toady, where in NH did you live? I'm from the Conway area.
I used to live in Stratham, roughly during my high school years. Now I live in Washington state.
>>> god form selection for flying ones
Yeah, it's the most boring thing possible. Just their form in the description. The changes broke the flying ones.
>>> Will the venom injection be simulated(As in, it will just check the venom type and apply whatever affect it's been given) or will the venom actually enter the victim's body? If I set the temperature of the venom to 10,000 degrees, will the bitten person catch on fire?
The venom in the current version are already added to the creature and remain there for whatever the duration is, but it doesn't check temps on them. I'm hoping to do that this time around so that fire snakes can be proper and the "liquid fire" extract can be more wholesomely amusing when dwarves are bitten.
>>> Apparently body part positions were done with realistic wound trajectories (for piercing, or planes for slashing) in mind, but where will those trajectories come from?
It's not all that interesting. I just wanted to stop some of the strangest ones. I didn't get into actually 3D coords or anything like you might find in a 3D game, as I didn't want to get bogged down again. Just some basic adjectives.
>>> Also curious if the new "blocking" system will just re-use BLOCK_PERC at the tissue level or if it'll do something more sophisticated with material properties like hardness and compressive strength.
The latter, yeah, though sophisticated might be a stretch. Block perc is gone anyway.
>>> I know you don't often do screenshots or movies, Toady, but it'd be neat to see how the wound testing goes if it hangs together in a viewable way, especially since it'll be a while yet before we see it in action.
There won't be a point until I get the text up, which'll come afterward, but I'll see what I can do when I get there.
>>> Alright one more day until we hear about how much Toady succeeded/failed with hillarious conciquences perhaps?
It's still a slow process, but more fun for me than what I was doing before. I have to redo bleeding and nerve damage and all that, so it'll probably start with bloodless severs that'll eventually become more and more trying and diverse.
>>> Are we going to be able to see subtle differences between the dwarves? How will we know what they look like?
Yeah, paragraphs and distinct faces. I haven't thrown in many descriptors yet as I haven't gotten to the paragraphs. Right now it just specifies how widely and deeply set their eyes are and also their hair color for testing purposes. When I get to the paragraphs, there will be many, many more.
>>> Actually, is there any way to mod molten goblins in to the current version?
In what sense? Goblins that immediately melt into a pool and die, or goblins that remain molten and walk around? In any case, temperature-related wounds are coming up at some point here, so it'll sort itself out. I'd prefer if both cases are possible, but the latter is the more important one (for magma men).
>>> I actually don't get why he used a shift of 10000 instead of 1000 considering that absolute zero is only 428 degrees below water's freezing point
For later magical-type purposes, I wanted to be able to simulate heat gradients far beyond what's actually possible without special cases. Otherwise I would have put 0K at 0DF, yeah.