like this?
(standard failure to proofread carefully warning)
Any idea at this point how much of an effect this is going to have on combat? For example, will Masterwork armor suddenly become more important then the metal?
I still don't know. It's just down to the numbers, and I haven't yet had an opportunity to do fully-armored combat with the completed changes.
does this mean that a Masterwork sword gets a bigger boost then a Masterwork Hammer?
Yeah, the edge gives it an additional boost, though once damage is in it'll likely be a transient bonus unless you can also get a reliable dwarf to repair the item.
Will we see more preview creature raws as you get creatures other than dwarves implemented?
Yeah, I'll be putting things up as they become more solidified and as I am reminded or remember.
If items become damaged and less effective, would there be:
Settings to make military squads prefer a certain quality?
A new profession//metalworking option for Item Repair?
A refuse option to include broken metal items, along with an auto-melt tag on broken metal items?
I'm reworking military equipment handling for ease of use for this release, and I'm trying to respect most things, but I'm not sure what we'll end up yet. If I do item damage, I'll probably add some helpful options, but right now I'm completely unsure of whether or not I'm doing item damage, precisely because it opens up a lot of issues and I'm feeling a bit of self-inflicted time pressure.
Willl there be castes in Entities?
has there been any information on how Castes are going to work with Civs? Do all castes for a species automatically show up for that civ? Are there ways to restrict jobs to a particular caste?
The new entity position raws can specify castes. This would allow you to set up a matriarchy, for instance. Regular jobs can't at this point (they can have caste specific names). The caste occurrence is currently determined by the population ratios and isn't restricted other than that. As I work with the new underground features, this could be expanded as needed.
What's the word on blood drinks?
Items distilled from plants are still the drinkable item. You could make the plants squirt out dwarf blood, of course, at which point it'll either let you drink them or look at edibility variables (don't remember). It's possible that the dwarves will cook blood that has dropped as items if you make it cookable, as both misc. liquids and powders are checked by the cooking jobs, but I'm not sure if they only check containers for those...
what are the plans concerning distances, weight, etc. Now a square holds anything from a butterfly to a tree or colossus - how far do you intend to go in sticking to a specific size for squares, with all the implications for large creatures, mass conservation etc. ?
I'm pretty comfortable with not specifying square sizes. It's a ginormous mess to get into that. At the same time, some of the plans will require steps in that direction, such as large item piles (so you could have a giant skull mound to slide down in adv mode for instance) and multi-tile trees to hop around on.
Will clothing help protect creatures from cold and/or heat? If it acts kind of like a tissue layer like you said armor would, would that do it? But then there's the whole deal of having poorly-dressed dwarves on embark and making more coats, jackets, and so on..
This already happens in the current version. You might notice your dwarves and invaders and adv mode civilians wearing more or less clothing based on where you are at. It's governed by the layering variable and how many layers you have, although you don't get enough feedback to make very informed decisions at this point, and dwarves are pretty stupid.
Will we be able to smelt creatures in the smelter (or any other workshop) in this release?
Nope. That'll take a significant job handling rewrite.
What is protected with an iron cap vs. an iron helm?
What do gauntlets protect?
I take it chainmail won't be effective against piercing attacks like bolts?
Can armor break and become less useful?
Will chain mail use the same strength value that plate mail does?
i.e. Shear strength for piercing and slashing, impact strength for blunt.
I imagine that the rings that make up a mail sheet would behave differently than a steel plate. Piercing attacks on mail would likely exert tensile strain as it pries the rings open. A slashing attack would likely be converted into an impact. Blunt attacks probably wouldn't damage the mail at all, but it wouldn't absorb much of the attack, either.
Yeah, I haven't done much with this yet, but I imagine the armor item will actually need to guide these processes somewhat, as it doesn't currently know the difference between a chain mesh and a plate right now (eg, it doesn't currently add non-material-based elasticity to armor interactions).
Toady, with the new tissue layers, will it be possible to 'flay' creatures?
Yeah, sheep shearing was actually one of the many driving forces behind this update. However, I think flayed corpses in HFS might beat sheap shearing into the game. Wounds with high angle variables can also lead to flayed parts, but that's almost strictly descriptive at this point.
Can severed parts be regenerated under the new system?
I haven't done healing yet, but this probably won't make it this time around. New parts can grow in by having their appearance modifiers shift from 0 into positive territory, but inventory doesn't respect it going either way at this time.
I assume the subordinate-ness is just implied by the tissue layering order.
I hadn't gotten to the token yet -- there's a [SUBORDINATE_TO_TISSUE:<token>] thingy in hair.
I really want giant sloths to be in the vanilla game.
I've been a megatherium fan forever. I think I learned about them from my fossil books in elementary school. They are quite likely to make it in at some point.
I can't wait to slice open a guy's back with a sword, then jam my fist into his torso like a mad puppeteer.
He he he, wrestling improvements and aimed shots will be needed for this sort of thing. I think the most you'd be able to now is box a guy's various guts with (lucky?) strikes once there's an initial hack large enough to fit your hand.
Must have gotten linked up to the game's spleen somehow. So every time he stabs a spleen in game he's actually stabbing the game's spleen and it goes "Arg! My spleen!" and goes unconscious.
Yeah, more or less, actually... it was going out of bounds, and once it starts running free in memory, it can pretty much do whatever it wants. It crashed on some organs other than the spleen in further tests but made it through others without an immediate problem.
Question for Toady: Will any of these body changes (other then poisons) have any effect on Vermin? Or are they going to stay pretty much unchanged?
Another way of phrasing that is: Will vermin get more specific body definitions with this release, or are they going to stay very simplistic? Right now the difference between a bluejay and a fire snake is pretty minimal.
It's been mentioned that he wants to allow for more complex vermin bodies, but doesn't want to get to the point of having to track wounds for individual vermin (IE, vermin remain simple things without individual parts that can be wounded, but they do get different properties depending on their construction - so an Iron Rat might be immune to the weak attacks from a kitten, for example, but it would still insta-gib from an attack that could hurt it).
Standard "If I understood it correctly" disclaimer.
Yeah, that's right. I'd actually like to track certain vermin wounds eventually, as there'd be a lot to do with that, but it shouldn't have the sort of standing info it has for a healthy large creature (or large vermin swarms would be impossible). Things will slowly be moving over to vermin, but for this time I'm not able to promise anything other than the new venom system.
^^^ I couldn't tell if he meant "I'll have to redo the code" or "I'll have to redo the test so that when I slash open the gold-blooded dwarf, I get toasted by the gold vapor."
Yeah, it did what I expected, but since it only ended with one dead dwarf instead of two, there's obviously another experiment waiting to be run once temperature damage is back in.
It can be done in four excruciating steps!
1. click on the Quote button of some post in the thread, to get the URL
http://www.bay12games.com/forum/index.php?action=post;quote=628958;topic=30026.2820;num_replies=2830;sesc=76bad8c4f7fd89a3f4fd51361cdc653d
2. now get the URL of Toady's post you want quoted
http://www.bay12games.com/forum/index.php?topic=21498.msg384144#msg384144
3. see the two bolded numbers? replace the number from the 1st URL with the number from the 2nd URL
4. paste that new URL to your browser's address/location bar and load the page!
EDIT: do the same for the topic number, as well.