The one thing I really want, aside from all the goodies we're getting already, is to be able to remove certain dwarves from the "idle" display. It drives me crazy to have dwarves showing as idle, even though there are some that I don't mind chattering away - probably because I tend to trap a lot of dwarves accidentally, and it makes it hard to notice.
Anyone know if we're going to get that someday?
It's not coming in the next version, but
there's a suggestion for it.Can things burn hot enough that there is no smoke in DF? There seems to be a lot of future fun with enhancements to fire and smoke.
http://en.wikipedia.org/wiki/Flashover
No, they can't burn hot enough that there's no smoke. Flashover could probably be simulated once DF has combustible gases, but I'm not sure what that has to do with smokeless fires.
By the inclusion of genetics to the dwarves next version, will it be possible to breed super dwarves?
Im pretty sure that the genetics are just for how a dwarf looks.
No, genetics also control factors like height, and greater height -> greater body size -> more effective in combat. So yes, it's theoretically possible to breed super-dwarves, but it would require tight control over their social lives and a lot of patience (since it takes 12 years for a dwarf to mature).
What will you work on next? I vote for taking a break.
After this release, the next series of shorter releases will be made up of, in no set order:
1) Improved sieges against your fortress
2) Adventurer skills/entity stuff, per the dev next stuff
3) Eternal suggestions voting stuff
What made me think were the crashes. Could it be that in the next version the worlds will not be identical anymore if we gen them with the same seeds?
The worlds shape and outline would be the same. I fear more the history-changes that could happen. Some genes could be crucial for the history. For example someone could marry someone because of the eye or hair-color ("Olon likes the color blue. Olon likes brunette dwarven womans."). If the Gene-seed isnt as "stable" as the other seeds which can lead to some very interresting but unwanted changes. In our example Olon could for example never marry because he never found a brunette blue-eyed dwarfen woman thus he could never had children that would conquer the throne.
Anyway, in response to the worried speculation will the same world gen seeds still result in the exact same world, or will there a be more random factors with the new features?
For any given version of DF, same seeds + same world gen params + same raws = same world. There are no random factors in world gen that aren't controlled by the seeds. As somebody mentioned, it would make seeds pretty pointless if they weren't consistent.
Will floating (such as floor tiles or objects) be implemented in the next version?
Nope. It's a dev item though:
Req433.Will arrows or bolts ever shoot all the way through a creature, or do they go to the deepest layer and get stuck?
This came up:
Toady, with the new material system, can bolts pass straight through flesh/similar and out the other side again? Possibly into another creature behind them?
I think if there is actual wounding/deflection, the bolt is considered stopped as a projectile object. On the other hand, it tracks the velocity more closely now, so feeding that back in probably wouldn't be a huge issue.
How are stuck ins handled now? Does removal cause extra bleeding? Is removal handled by surgeons?
They cause extra bleeding, yes. Dwarves and other creatures will still pull them out on their own, but doctors will handle removal if they're treating a wound with something stuck in it.
Do ballistae still obliterate everything in their path, or do they actually do damage now?
Ballistas have always caused injuries. The injuries are often the kind that produce instant death (decapitation, cut in half, etc.), but if you shoot a lot of goblins, you'll notice that many of them just get arms or legs torn off.
Do onmap creatures still breed via "spores?" If so, doesn't this kinda garble/render useless a lot of the cool stuff you've done with genetics, at least on the active fortress level?
Yes, it still uses spores. It'll be difficult to run a breeding program for animals that are common in the local wilderness (or frequently brought by merchants), but you'll still be able to run breeding programs for rare animals, see the effects of genetics in dwarves' offspring, etc.
Nope. so far only dwarves have genes, so they still mate-pair for life.
Dwarves do mate for life, but they aren't the only ones with genes. Every creature with appearance/color modifiers has genes, and that means pretty much all of them.