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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3670224 times)

Christes

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Re: Future of the Fortress: List of Remaining Items
« Reply #5310 on: October 04, 2009, 03:11:35 pm »

The best part is that it *should* eventually be possible to mod that in.
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #5311 on: October 04, 2009, 04:30:07 pm »

I guess we could have Vampires and stuff like that too.

Although vampires aren't really fantasy genre, more gothic horror or whatever.
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Mr_Bucket_Hat

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Re: Future of the Fortress: List of Remaining Items
« Reply #5312 on: October 04, 2009, 04:35:58 pm »

Out of interest, when is the next alpha release do we know? The developments sound awesome, I'm just wondering when we'd be able to try them.

And I'm looking forward to the age indicator. Just for the novelty.
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darkflagrance

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Re: Future of the Fortress: List of Remaining Items
« Reply #5313 on: October 04, 2009, 04:45:32 pm »

Age limit would really be useful when your modded race only lives to 5 to 10 years, and you want to know how many years your migrants have left on the ticker.
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Footkerchief

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Re: Future of the Fortress: List of Remaining Items
« Reply #5314 on: October 04, 2009, 04:55:38 pm »

Out of interest, when is the next alpha release do we know? The developments sound awesome, I'm just wondering when we'd be able to try them.

Quote from: Osmosis Jones
Toady has stated he will release before the end of the year, even if he has to cut some dev items.

I don't remember being so concrete about it, but it is a goal of mine.  Some other features are very likely to be put off, and I'd like to get it out by the end of the year, but it might not be possible.
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #5315 on: October 04, 2009, 05:24:33 pm »

Age limit would really be useful when your modded race only lives to 5 to 10 years, and you want to know how many years your migrants have left on the ticker.
Migrants arrive!
All ten migrants died of old age while traveling to your fortress!
[only a sad dog and cow loiter at the edge of the map]
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #5316 on: October 04, 2009, 05:25:20 pm »

Quote
Age limit would really be useful when your modded race only lives to 5 to 10 years

They would have to have an insane learning capacity or have an extreme intrinsic knowledge

Though supporting all modded races in fortress mode I believe is the Elf Arc.
« Last Edit: October 04, 2009, 05:38:15 pm by Neonivek »
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Untelligent

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Re: Future of the Fortress: List of Remaining Items
« Reply #5317 on: October 04, 2009, 06:36:18 pm »

Though supporting all modded races in fortress mode I believe is the Elf Arc.


Modded races are already supported in Fortress Mode. Or did you mean something else?
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Neonivek

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Re: Future of the Fortress: List of Remaining Items
« Reply #5318 on: October 04, 2009, 06:37:51 pm »

Though supporting all modded races in fortress mode I believe is the Elf Arc.


Modded races are already supported in Fortress Mode. Or did you mean something else?

I think what you mean is Mutant Dwarfs called by other names are supported :P
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Igfig

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Re: Future of the Fortress: List of Remaining Items
« Reply #5319 on: October 04, 2009, 07:15:46 pm »

Toady mentioned "pain, swelling, oozing wounds, bruising, blisters, numbness, paralysis, fever, bleeding, coughing/vomiting blood, nausea, vomiting, unconsciousness, necrosis, impaired vision, drowsiness and dizziness as a starter set, with some possible extensions as they arise. If it makes sense, you'll be able to move those effects around from the initial site (for say contact or injection) to body parts by category/function (so you could have something cause headaches, for example, or make the gums bleed... one of the wikipedia snakes had that... not my fault)."

This is kinda tangential, but how do tissue layers interact with environmental effects, like temperature and gases?  Do outer layers insulate and protect inner ones?  Can poisons and wounds affect that by, say, changing tissue permeability or exposing inner ones?

I'm imagining a trap consisting of a long hallway kept at a constant temperature of 10079--just past the melting point of fat.  As enemies walk down it, all their fat liquefies and pools in their ankles.

Also imagining a situation where an adventurer must pass through a cloud of noxious gas, devastating to lungs but merely irritating to skin.  He puts on a mask and thinks himself adequately protected... until the gas starts to seep into his bloodstream through an open wound.

Warlord255

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Re: Future of the Fortress: List of Remaining Items
« Reply #5320 on: October 04, 2009, 07:17:12 pm »

Though supporting all modded races in fortress mode I believe is the Elf Arc.


Modded races are already supported in Fortress Mode. Or did you mean something else?

IIRC, at some point non-Dwarf versions of Fortress mode are intended to be available, such as Human Town and Elf Village. In the latter example, one of the main inhibitors is getting multi-tile trees into the game.
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Koji

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Re: Future of the Fortress: List of Remaining Items
« Reply #5321 on: October 04, 2009, 07:18:54 pm »

Spoiler (click to show/hide)

DEEP CROW! DEEP CROW! OHHHH GOOOOOD
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AbacusWizard

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Re: Future of the Fortress: List of Remaining Items
« Reply #5322 on: October 04, 2009, 07:38:24 pm »

Regarding poisons and antidotes:

Unicorn horn was believed in medieval times to be proof against any poison. Perhaps a unicorn corpse, when butchered, should drop a horn, which could be crafted into a goblet that nullifies any poison poured into it (and perhaps turns water into an antidote?), or ground into an antidote powder.

Amethyst was believed by the ancient Greeks to prevent intoxication. This legend could perhaps be stretched to make it an all-purpose antidote. Of course, unlike the previous example, this one has the disadvantage of not actually being true.

I think bezoars were also thought to be all-purpose antidotes, but we aren't going to see those until we get much more detailed simulation of digestive organs.
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Areyar

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Re: Future of the Fortress: List of Remaining Items
« Reply #5323 on: October 04, 2009, 07:41:04 pm »

AHEM.
I think you got that backwards: at least amethyst has the advantage of actually existing.
Anyhow who cares about the real world?
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Chronas

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Re: Future of the Fortress: List of Remaining Items
« Reply #5324 on: October 04, 2009, 08:32:04 pm »

I guess we could have Vampires and stuff like that too.

Although vampires aren't really fantasy genre, more gothic horror or whatever.
Morrowind is a textbook example of a fantasy game, and it had vampires.
currently you could copy the human raw and attach the [SPECIALATTACK_SUCK_BLOOD] token to its bite, but i doubt you could make the spread of Poryphoric hemophilia possible.
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It should be pretty fun though.
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