Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 10 11 [12] 13 14 ... 1065

Author Topic: Future of the Fortress: List of Remaining Items  (Read 3670085 times)

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #165 on: January 27, 2009, 08:19:43 am »

Besides, Toady's response time to bugs is MUCH better then most game developers *cough cough*

So we will only have to live with game crippling bugs for like a week tops
Logged

Metalax

  • Bay Watcher
    • View Profile
    • Steam Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #166 on: January 27, 2009, 09:50:32 am »

Bad things are going to happen.



Heh. Couldn't resist.

Yes this next update looks like it will have loads of the things I've been wanting for ages, and with toady saying that he plans to work on some of the top suggestions next, that should hold us until the next long wait in the dev sequence.
Logged
In the beginning was the word, and the word was "Oops!"

G-Flex

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #167 on: January 27, 2009, 11:02:56 am »

I can't even guess what the comparable 'sleeping sickness' bug will be.  Seeing how complicated the bodies are, I guess something like 'rampant hair growth renders all dwarves immobile masses of beard' or 'misplaced decimal causes kittens to have meter-thick skin', but I'd guess that the body stuff will get the most testing.  It will probably be something more innocuous seeming.

I can see there possibly being a few little creature design problems that go unnoticed; for instance, don't Satyrs currently lack eyes? It might take a while for anyone to notice that unicorns have plaid tails or something, and would hardly be a priority fix.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

Felblood

  • Bay Watcher
  • No, you don't.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #168 on: January 27, 2009, 12:05:11 pm »

Judging from the devnotes, Toady has already conquered the "dwarves are subsumed and destroyed by their own hair" problem, at least from the design standpoint, and I doubt anyone in the vanilla raw will suffer from exploding organ syndrome, at any temperature where they can survive anyway.

However, there is only one toad, and harder to reproduce bugs, like one in every ten thousand unicorns having plaid tails, will get through somewhere.
Logged
The path through the wilderness is rarely direct. Reaching the destination is useless,
if you don't learn the lessons of the dessert.
--but you do have to keep walking.

Savok

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #169 on: January 27, 2009, 05:03:44 pm »

Quote
Familiarity with individual weapons, attachment to them, weapon mentions in legends

Chapion speardwarf: Adamantine spear? But i love my pointy wooden stick!
Ah, but an adamantine spear really should be a wooden stick with an adamantine point. His spear shall be reforged, combining old and new in a mighty weapon fit for a dwarf.
Logged
So sayeth the Wiki Loremaster!

Aqizzar

  • Bay Watcher
  • There is no 'U'.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #170 on: January 27, 2009, 05:28:21 pm »

Quote
Familiarity with individual weapons, attachment to them, weapon mentions in legends

Chapion speardwarf: Adamantine spear? But i love my pointy wooden stick!
Ah, but an adamantine spear really should be a wooden stick with an adamantine point. His spear shall be reforged, combining old and new in a mighty weapon fit for a dwarf.

Reforge a wooden stick?

A beloved weapon of Astil Uristbomrek has been destroyed!
Astil Uristbomrek, Spearmaster, is throwing a tantrum!
Logged
And here is where my beef pops up like a looming awkward boner.
Please amplify your relaxed states.
Quote from: PTTG??
The ancients built these quote pyramids to forever store vast quantities of rage.

Neonivek

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #171 on: January 27, 2009, 10:36:25 pm »

He just needs to use my "Warping" Anvil!

It allows you to forge wood, rock, and bone as if it was metal!
Logged

Foa

  • Bay Watcher
  • And I thought foxfire was stylish in winter.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #172 on: January 28, 2009, 01:43:56 am »

I'll like to have a Prison Anvil, petrify entities in metal, and release them on will, stick that in your sphincter and smoke it, terracotta army!
Logged

Spey

  • Bay Watcher
  • Dragon mince.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #173 on: January 28, 2009, 11:16:31 am »

I can't even guess what the comparable 'sleeping sickness' bug will be.  Seeing how complicated the bodies are, I guess something like 'rampant hair growth renders all dwarves immobile masses of beard' or 'misplaced decimal causes kittens to have meter-thick skin', but I'd guess that the body stuff will get the most testing.  It will probably be something more innocuous seeming.

I can see there possibly being a few little creature design problems that go unnoticed; for instance, don't Satyrs currently lack eyes? It might take a while for anyone to notice that unicorns have plaid tails or something, and would hardly be a priority fix.

surely it wont be much of a problem, since we will just be able to edit the raws ourselves
Logged
How many Dwarves does it take to change a XXlightbulbXX?

Hectonkhyres

  • Bay Watcher
  • Has a Fetish for Skulking Filth-
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #174 on: January 28, 2009, 06:03:04 pm »

I'll like to have a Prison Anvil, petrify entities in metal, and release them on will, stick that in your sphincter and smoke it, terracotta army!
An anvil I'm not sure about. It seems... a little hoaky.
I would, however, be interested in having a 3x3 spell circle that petrifies anything (without sufficient spell resistance) that is standing on top of it when it is activated, turning it into an inanimate statue. Elephant statues, elven caravan statues, sieging goblin statues, etc. I would petrify all of my legendary warriors in full armor to await the day I need them most.

Imagine being the poor goblin mook to march into a room lined with the statues of great dwarven heros... only to realize they aren't statues... and they are waking up.
Logged
And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??

SirHoneyBadger

  • Bay Watcher
  • Beware those who would keep knowledge from you.
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #175 on: January 28, 2009, 06:34:44 pm »

Hecatonkhyres: I'll see your "spell circle", and raise you a "...but if the circle is broken, whatever's inside automatically wakes up, reverting back to their original motives--or, if they've been petrified beyond a certain amount of time (a month, maybe? a year tops), they'd just be crazier than a shithouse rat, and no use to anyone, save perhaps as the equivalent of a wandering rogue monster who's presence you were taking advantage of.

Use of some kind of rare magical artifact-level thingy might alleviate that, allowing you to do a "the king sleeps under the mountain, but will return someday at our hour of greatest need" dealio, like you suggested, just not every other Thursday (for balancing reasons).
« Last Edit: January 28, 2009, 06:41:07 pm by SirHoneyBadger »
Logged
For they would be your masters.

JoRo

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #176 on: January 28, 2009, 08:08:07 pm »

There'd be some interesting possibilities there if the ability to resume world gen ever gets in.  You could build your epic army at the dawn of the world, put them into suspended animation, and bring them back to usher in a glorious new age if the dwarven empires ever start to wane.
Logged
You have been struck down.
The giant cave spider spits out your head.

numerobis

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #177 on: January 28, 2009, 09:21:10 pm »

I can't wait to send in bug reports play it.

Heh, ouch. Let's hope Toady won't have too much trouble with bugs, since he has to rewrite a lot of stuff over and over he might be forgetting some parts left and right. I wouldn't be surprised if a few forgotten cases popped up.
There will be lots of bugs, of course.  Occasionally I make a 100-line change and nothing breaks -- that's when I get paranoid.  Toady is changing a lot more than 100 lines here.

The fact that when we players report bugs we're actually taken seriously (unlike, say, reporting bugs in gcc) makes it actually interesting to see the bizarre things that crop up.  And then they get fixed often enough.  The first few weeks after a major change always see a relentless improvement, from something that has really cool new features but barely works, to something we can play for months with little new to report.
Logged

numerobis

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #178 on: January 28, 2009, 09:24:22 pm »

one in every ten thousand unicorns having plaid tails

As long as the relative value of plaid unicorn tail leather goods is high, that would be an awesome feature, not a bug.  Especially if you can breed the unicorns to select for plaid tails.
Logged

Hectonkhyres

  • Bay Watcher
  • Has a Fetish for Skulking Filth-
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #179 on: January 28, 2009, 10:13:02 pm »

Well, first of all what the spell circle does would probably depend on the craftsmanship of the damn thing. A -Circle of Petrification- would just turn things to stone if triggered. Do not pass go, do not collect four hundred dollars, spend the rest of existence as a rock. It can not be transformed back without some real high level magic being cooked up. The sort you only use if you accidentally stoned your king and which will likely require the better part of a year's income for your fortress.

A +Circle of Petrification+ is a bit better. Things can be transformed back while on the circle... and with inanimate objects its fine. All it costs is the time it takes for your runeworker to reset the thing. Anything that was alive is now dead and many things like food lose a quality level due to being frozen in carbonite for two years.

A *Circle of Petrification* lets petrified living creatures return to the living alive... but ill, injured, and severely insane. Some sit there gibbering, others want to eat your head. Food and other perishables do not lose quality levels.

A ≡Circle of Petrification≡ allows your living creatures to come back merely sick as a dog. This is psychological fatigue and they will be fine after a night's sleep, a good beer, and a hearty turtle roast. Just don't expect them to be good for much before then.

A ☼Circle of Petrification☼ allows your living creatures to come back perfectly fine: they step out of the circle like only a second passed before, ready to kick fifteen kinds of ass.

Higher quality levels should also have a higher chance of kicking out stoned victims of a higher value stone: Marble or obsidian instead of mudstone, magnetite instead of obsidian, etc. Perhaps your stoned king gets transformed into a hunk of raw adamantine and you have to make a hard choice. Or perhaps your baron gets transformed into the same and you have a remarkably easy one.
Logged
And now the thread is about starfish porn.
...originally read that as 'perpetual motion pants' and thought how could I have missed this??
Pages: 1 ... 10 11 [12] 13 14 ... 1065