color of the remaining items
Considering the stuff that was written down in the "remaining tests" section when I got done with the other parts higher up, that section has had some things finished. But overall, subsequent work by testers has made the issue list grow larger than it was originally. Then again, there are fewer crashes and major issues than there were when I started this phase. And on top of that, I'm not sure what else will be found. At this point, it's just difficult to estimate where things are. All I can do is keep fixing things. The color of the remaining tests item may never change, but it doesn't mean I'm not making progress. I'd probably have a release date if I knew what color it should be.
On that note, do birdbones have something indicating structural strength other than material?
I've done very little with structure beyond materials. It looks at woven items and items made from rings, but those are just special cases for combat. As things become necessary or oft-requested, I'll start moving them in.
In the future, will it be possible to create creatures that 'transform' upon receiving certain stimuli, or after meeting some condition? Like, a snake that transforms into a bird and back? Or a caterpillar that undergoes the various stages of cacoon to a butterfly?
There are a boatload of problems that I think were brought up, but it's something that'll likely happen as we move toward magic and also work out how things like metamorphosis and eggs and all that work out.
If the engine can already tell whether there's magma underneath a workshop for forges and smelters, what would it take to make another tag that does the same for water?
It wouldn't take that much. There are a few places where it does the detection that would need to be updated, and it would need to be handled in raw loading and in the building placement interface. I have a few things like this written down that people have requested. If they don't go in now, as the first building raws starting springing up, there will probably be enough support to get them in fairly quickly.
Are there any crafts that can only be created using horns or teeth in this version (I'm talking about vanilla here, I am sure it could be modded as a custom reaction)? Specifically, I am thinking of drinking horns.
Nothing specific, no. I think it would be cool though.
Well iir you can use amber and sea-foam now too?
Any new Buildings / Building-templates for NPC towns to get more diversity?
Amber should be used by some humans again, but it doesn't exist yet. I haven't done anything notable with NPC towns that I can think of.
if a non-player settlement (let's say human) is right on an opening to the new underground, will it affect the town during worldgen? Also, assuming NPC dwarf fortresses are created in worldgen by having a big cube of land removed and then a few maze-like rooms randomly added to end up with what adventurers find, could these forts potentially be built through the underground?
Nah, they don't care during world gen, and they avoid placing their towns on such places in the first place. It's possible that there could be some trouble with the underground and the dwarf underground, yeah. It's probably common.
How exactly will priesthood be handled? Will Urist be angry if his religion isn't represented by any parishioner, but I have a different God being worshiped en masse? Is mass/ceremony implemented at all? Are priests like nobles in any way?
There isn't anything like that yet. I still haven't touched religion in dwarf mode. I'm not sure how it will be, but I think there are various dev notes about it.
Does this mean that the fortress guard and royal guard will only have 10 members at any given time? Or will their number still have population based requirements? Or does it mean the two leaders can only command 10 at one time and the rest are individuals?
10 tops, yeah. There aren't currently sub-commander positions to make more of them. There aren't guard number requirements, though failure to punish offenders will still result in negative thoughts, so you have to meter them yourself. It'll be better handled when there's more intelligent crime and internal strife.
With being able to set patrol points and kill orders, can this be expanded to give 'guard' orders and target, say, a noble?
At some point, sure. It would be pretty straightforward to add. People like escort missions the best after all.
In the upcoming release, I thought/heard that the player was going to make the monarch's choice as to which dwarf should become baron or count or duke and so on. But the raws have them as [APPOINTED_BY:MONARCH]. If this in fact means that the player picks them, what does that say about the liaison also having the [APPOINTED_BY:MONARCH] tag?
The liaison isn't a land holder, so it's not an issue. The idea for the land holder is that the player just makes a recommendation to the monarch, but it is always followed currently. I'd be fine with having the monarch reject your suggestion later on, given some reason.
Also, I know Toady said that by going into the raws, the Dungeon Master was going to lose all the personality/preference in-jokes, but does [MENIAL_WORK_EXEMPTION] mean the Dungeon Master is no longer going to tame, smelt, metalcraft, etc? (It has the TAME_EXOTICS tag, but I'm pretty sure that just means what it currently does: his presence allows you to tame exotics.)
Yeah, the dungeon master has lost anything you don't see written in the raws there. The position's whole future is kind of dependent on the outcome of the knowledge discussion, since the dungeon master grants a capability to every dwarf in a strange way.
Also. The expedition leader is not [ELECTED], whereas the mayor is. What if the expedition leader dies? Does it default to a certain dwarf? The current version uses the phrase 'chosen to be expedition leader', but I'm not sure about the actual underlying mechanism there.
At the beginning, for every position that isn't an appointment, it runs an election based on skills relevant to the responsibilities, often social skills (and friendships etc). The ELECTED tag itself currently forces yearly elections, which we didn't want for the expedition leader. So if your leader dies, you'll need to wait for your population to hit the mayor levels. There sort of needs to be a election-if-dead/absent tag.
I have a feeling this was asked before, but I can't find it. Will we be able to order our dwarves to make specific statues, or is the former game's illusion of obsidian statues of dwarves solemnly lining the burial chamber giving way to a random assortment of donkeys, cheese, and about 12 statues of two triangles?
Also, will we see statues depicting events (that would be a little weird), as engravings do, or will it just be objects and people?
You can't currently commission statues, but it will happen at some point. If I recollect, there are event statues. All of the art images come from the same place, anyway. I don't think event statues are that strange. Many of the famous real-world statues depict events (eg, a few people doing stuff).
Will we be able to breed animals and later turn them hostile, or just simply breed hostile animals. Like, say I capture a few wolves or bears or elephants to breed, raise the children to adults, and then set them in a room to fight with one of my champions. To amuse me.
If they stay running around long enough on the map they'll breed, I think. You just need to keep them there somehow.
We can now target units to be attacked, correct? Can we target them for Justice activities, such as imprisoning and hammering?
The kill order applied to a monster is a reasonable "official action" of the military, whereas targeting for a justice activity would be more of an abuse of power, which the dwarves should decide on themselves. If as the player you could somehow also initiate a justice activity with some kind of rationale, and it's an activity that would indeed be reasonable to do at times, then it would be fair, but the dwarves should (eventually) be able to react against you (ie, the dwarf in the relevant position) if you abuse the ability. The kill order applied to elves or something, which is an option, is more of an official action of your overall decision makers, but it's still a little more official maybe than hammering your own people for no reason. There are going to be some gray areas with our idea of what the player represents, kind of a case-by-case thing.
Would a legendary Crutch walker (or watever they would be called), would they walk relatively faster, slower or the same speed if they dropped their crutches?
He he he, if they dropped their crutches, they wouldn't be walking at all! I think the legendary crutch walkers move around at their regular healthy speed when they have crutches, unless the weight of the crutches push them above their weight limit, then they'd be a little slower.
Will medical items be created by doctors or other craftworkers (clothiers for bandages, carpenters for crutches, etc)? Will they have quality levels? And if so, would these have any increased effect (faster healing, reduced infection risk, etc)?
The craftworkers make them. I don't think the quality matters at this point. It should, but doesn't. It'll be funny if we have shoddy items/buildings. Shoddy splints, shoddy crutches, shoddy traction benches...
Any chance Toady could be working on a solution to allowing creatures to be products of reactions in a near future release?
I don't think it's a difficult problem, depending on what sort of control people want, but it's not a priority for me before this release.
Will surgery and the other medical skills only be useful inside of "hospital workshops" or whatever they'll be called? Or will we have (to worry about) dwarf medics running around in battles?
Resting dwarves are the ones that get treatment (unconscious dwarves are put in the "resting" state by whoever goes out and grabs them), so there shouldn't be anything too odd like that. House calls, maybe, but not something way out of bounds.
will a painful surgical experience give a dwarf bad thoughts? To the point of tantrum insanity? Also, was chronic pain in or not?
Can dwarves go insane from pain? If a dwarf sees another dwarf cause severe pain to a third injured dwarf, do serious unhappy thoughts occur? In the future, will dwarfs scream when serious pain is inflicted upon them, causing unhappy thoughts to all who hear it?
Emotionally/thought-wise, pain is pretty much the same. I think most dwarves should certainly care more than they do. Regarding chronic pain, I was mostly reacting against the massive chronic pain issues in the currently released version, so pain dies down pretty quickly in all but the poison cases, I think. We can explore longer term pain issues once they are more equipped to handle it.
If a medic dwarf isn't so altruist and the fort get various injured and wonded dwarves will the medic got a lot of bad toughts and die of melancholy?
He he, nothing like that at this point... they get paid when the economy is on, so they don't need to get angry about having work. I guess it comes down to the overall culture in a sense. I think many of us assume that a non-altruistic dwarf which is making crafts ultimately for other dwarves is still a happy dwarf.
Will hospital staff correctly diagnose !!dwarf!! as a state that needs water applied?
Also,
Since sutures are 'worn' in inventory, will they be able to catch fire like clothing?
Fire is still as it was with regard to dwarves giving a crap as far as I remember. Sutures are part of the inventory and subject to such issues, which is kind of sick.
Will the weapons that are used for woodcutting still be determined by the [skill:axe] tag? (if it's correct that it's like that now)
Will dwarfs use training axes for woodcutting?
I believe it still works that way. Training axes being used in woodcutting is a current bug which I thought I had handled, but apparently not. I suppose a training pick would also be used by a miner.
Is there anything preventing me from throwing all the vital organ functions into one size 0 hidden part for a creature, to represent said creature from lacking them?
I don't understand "to represent said creature from lacking them", but if you put the parts in a size 0 part, then you'd have (I think!) an unstrikable part with unstrikable parts inside of it, if that is what you want. You might need to either not have or fiddle with the material of the parts to stop things like temperature effects and so on.
Are there any plans to allow wood to be used for mechanisms for this release?
I haven't focused on mechanisms at all for this release, partly because it's doing well in voting and so will come up in its time.
So is any temp-raw counterpart created when a random forgotten beast is added?
Yeah, they work directly from internal text raws that are generated beforehand. There is also a special raw file in the folder that shouldn't be tampered with. If it is tampered with badly enough, random creatures will be skipped, at least while random creatures are hard-coded in part.
Can we see a raw example of a material breath attack?
Here are the relevant parts of the H1N1 creature I mentioned (the same one that condensed):
[USE_MATERIAL_TEMPLATE:JUICE:CREATURE_EXTRACT_TEMPLATE]
[STATE_NAME:ALL_SOLID:frozen <name> juice]
[STATE_ADJ:ALL_SOLID:frozen <name> juice]
[STATE_NAME:LIQUID:<name> juice]
[STATE_ADJ:LIQUID:<name> juice]
[STATE_NAME:GAS:<name> gas]
[STATE_ADJ:GAS:<name> gas]
[MELTING_POINT:9950]
[BOILING_POINT:10000]
[PREFIX:NONE]
[SYNDROME]
[SYN_NAME:<name> sickness]
[SYN_AFFECTED_CLASS:GENERAL_POISON]
[SYN_IMMUNE_CREATURE:<name>:ALL]
[SYN_INHALED]
[CE_FEVER:SEV:50:PROB:100:RESISTABLE:START:50:PEAK:500:END:1500]
[CE_NAUSEA:SEV:35:PROB:100:RESISTABLE:START:50:PEAK:100:END:300]
[CE_DROWSINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:4000]
[CE_DIZZINESS:SEV:75:PROB:100:RESISTABLE:START:1000:PEAK:2000:END:3000]
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:JUICE:TRAILING_GAS_FLOW]
This also highlights an issue I'm eventually going to have to handle. Here, you'd actually want the nausea effect to use those time values in both adv and dwf mode, but you'd want to be able to extend the values for dwarf mode apart from the regular 72x difference, because 3 dwarf days is too short a time for the disease to matter in fortress mode. That kind of dual nature will always be a problem in dwarf mode.
Is this dealing with fire breath, cold breath, poison breath etc? In other words, are those in the game? Also, how would entities/invaders fare with attacks like this? (ie fire-breathing civs, civs that have cold damage, poison attacks and the like)
I think somebody may have answered this, but fire is in as the same separate tag. Poison breath works as a material breath. I'm not sure what you mean about civs. In world gen? It gives them bonuses, but it doesn't do a lot of detailed simulation there.
Toady, will we be able to designate specific surgery in the future, such as neutering or tail docking? perhaps even to ethics based operations such as stitching a POW's eyelids shut for fun and practice, even to the utter ridiculous:inserting adamantine plates under a dwarf's skin, and severing sensory nerves to make an unfeeling super soldier
...but that's plain stupid
Castration will probably come up, though creatures might not ever have their proper parts. Getting farther and farther afield and doing random crap seems sort of unlikely in dwarf mode.
How will the unit formations have tactical meaning, if creatures can move over top of each other and through each other's lines?
(It seems that the best formation would be stacking all soldiers into a single square so that every time a single foe moves into striking range, 50 dwarves simultaneously attack him!)
Is an archery rewrite soon to be in the offing? Will it follow physics to a greater degree than now?
(There is said to be a 20-square straight-line range limit on all missile weapons that includes, at the moment, not only the lateral distance from the target but also the Z level distance as well. That was a bit disappointing to learn. Greater Z level, if anything, ought to improve both the horizontal range and force of impact of the missile.)
Units move/attack at half speed or something when they are on the ground and they can't dodge and take extra damage, so it might not be a good idea, unless you are in a hall or something. In any case, formations aren't going to be in the next version. The combat rewrite should include changes to archery, but that hasn't been scheduled yet.
Will we ever be able to create stores, like taverns or crafts shops, in adventure mode?
I think people addressed this one, but I just wanted to reiterate that this is something that would be cool, but it's also pretty far out. There was a Merchant arc in the far future I think that somebody may have mentioned. You'll be able to more meaningfully hunt and sell products of the hunt etc. in the nearer term with the adv skills arc, and the adv entity stuff will slowly open up other opportunities.
discussion about stripes
I think you ended up with
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_GREEN_BLACK:1]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
The issue here is that color modifiers don't overwrite -- it should probably work that way, but it's a little tricky because the modifiers for graying hair are three separate ones with different rate timers, and I don't want to overcomplicate single modifiers. Still, a simple tag that tells the black part to remove all tissues from other color modifiers would do the trick (or similarly, a tag that tells the gray/white hair modifiers to mix with existing modifiers if that situation is less common). In any case, it'll be sorted out at some point. For now, you might expect it to mention both the stripes and the black, or the black might win simply because it is last and always active (but the stripes would be lurking). Anyway, doing it as you're doing it will either be the correct syntax or nearly the correct syntax. You'll also want to add modifier nouns:
[SET_TL_GROUP:BY_CATEGORY:ALL:HAIR]
[TL_COLOR_MODIFIER:STRIPES_GREEN_BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
[SET_TL_GROUP:BY_CATEGORY:HEAD:HAIR]
[TL_COLOR_MODIFIER:BLACK:1]
[TLCM_NOUN:hair:SINGULAR]
This lets it know how to talk about the tissue group in the descriptions.
I wonder if there are new options in the advanced worldgen dialog. I mean apart from the UG-stuff.
I can't think of anything that isn't related to the underground off the top of my head.
Can the material state accept multiple values? Or be left undefined if we don't care?
I'm just thinking of an Iron Golem, where it might be ok if it melted, but not ok if it boiled.
(how awesome would that be? "pull the lever! pull the lever!" <sounds of magma gushing> "Oh crap...")
If you wanted to make a molten fat golem so you gave it an internal temperature, would it be able to freeze or evaporate?
I'm interested in this as well. If we don't specify a temperature but set the material state to one that exists in abnormal temperatures (frozen water, molten rock), will the creature's temperature change to accomodate, or will it just immediately phase change upon meeting the player?
Btw, in similar vein, will there be a way to set a creature's "default temperature" without making that temperature permanent? (or is homeotherm already doing that?)
Right now it just has the one temperature value, and you have to be careful with your states. If you've got a homeotherm, the starting temperature of the body parts is the homeo therm temp, but the equipment temperature gets set to the environment, and then it jiggles a little when the sim starts running. It'll be nice to have all of that information by body part or something, but it can't currently do that.
Will it be possible to make poisonous or corrosive webbing?
Only in a roundabout way, like making it boil when it is dropped by the monster/vermin and giving it an inhaled syndrome. Contact poisons are under-implemented -- they only work through contaminant-style contacts right now.
Keeping the thread on track, does anyone know if we'll be able to designate wood items (e.g weapons & armour you've been "donated" by elves) for turning into ash/charcoal? Same for clothing, will we be able to designate clothes to have a Weaver or Clothesmaker unpick the stitching & turn them back into stacks of cloth in the same manner you can melt designate metal items for a furnace operator to turn into metal bars at the smelter?
Will we get a clothing stockpile with usable/unusable toggles (or clothing added to the armour stockpiles) so we can manage it better & not have it lumped with "Finished Goods"? Personally I'd find a simple solution would be moving clothing to the armour stockpiles as long as there was a way to differentiate between clothes & armour made of the same material types (leather is the example which comes to mind but there's probably others I haven't thought about).
I don't think any of this has been done.
Speaking of creatures. With the Ark project underway (to some extent), maybe you could make it so that the game recognizes [IDENTIFIER:] tags (or whatever name you might come up with for them)? Just so that if added, these tags won't throw out errorlog lines. The tags would be for a future implementation of a species system, where a dwarf could hate or love a general class of critters, in addition to other uses. The syntax, I think, would be [IDENTIFIER:<GAME-SIDE ID>:noun_singular:noun_plural:adjective], for both generic stuff like "animals" or "humanoids" (a dwarf that hates humanoids... maybe beardless humanoids?), as well as specific cases like "rodents","rats","worms","pointy-eared bastards", etc.
[CREATURE_CLASS:<token>] is there. It's used by poisons and entity positions right now. There hasn't been a need for nouns and so on at this point, but at that point it should probably be in a separate file so you don't have to enter the strings a lot, and so that there can be additional tags and information as well later on. For now, it just needs the token. Sprinkling those liberally around the Ark project would probably be a wholesome practice, and just using the token will probably be enough.
Anyone know if the system for the "outside/inside", "light/dark" and "above ground/subterranean" will be changed at all?
I think that's the same.
Would it be feasible for the unedited DFtalk stuff to be placed/posted/available for download somewhere so we can hear the whole thing?
There are some things that we don't want to put up, like real names and so on when we are organizing Q&A and all that, so using the unedited stuff isn't always practical, and it might get messy having multiple edited/partially edited/whatever versions. I guess there's some charm to some of the edited-out parts, but it's going to end up one way or another, and some people probably also dislike that stuff.
Has the pathing AI for flight been fixed/modified at all?
Just in that some things that sit around the second they get on the air don't do that anymore, and others that should are being worked on.
Can castes affect world-gen level behavior? Particularly, can you set up a creature, dragons for example, for whom only the males would raid cites, leaving a supply of females to fight for adventurers? Or, for example, ant men for whom only soldiers appear in raiding parties?
MEGABEAST and many of the other flags (the guzzler one etc.) that control world gen behavior are caste level flags and the big monsters operate at that level, but I haven't tested a mix like that, so it might not behave exactly how you want. Regular jobs can't currently be restricted by caste.
can ambushing be used in military outside of hunters. If not, will it ever? Will it be part of the soon coming feature that lets us send soldiers to attack other places?
It isn't currently used outside of hunting and invaders and the adventurer. You'll have to be able to set your own ambushes and so on for some of the future stuff, but I'm not really sure how it's going to work at this point.
Spoiler Questions
From certain things, I've deduced that there will be one or more underground layers that are, essentially, hell. (If I'm wrong, don't tell me). Will the denizens of such use wilderness populations with their layer as their biome, like other undergrounders? Or will they generate from nowhere like sieges and immigrants? Or something else that you wouldn't care to reveal?
It's a mixture of those. I haven't handled wilderness populations being exhausted, but I did something here since it was an easier case.
Can random forgotten beasts have material breaths?
Yeah.