Wow, there goes Aqizzar, selfishly delaying development
yet again.Unless I'm missing something, screenshot 16 illustrates a small bug: "Dark Gnome 1 miss Dwarf 1," rather than "misses." This looks like the bug you get in current versions when hacking in Fortress Mode combat reports -- a holdover from Adv. Mode causes the Mayor to be described in the second person, due to the expedition leader being creature 0 or whatever. That would explain why it shows up for the first creature you added.Still love those new combat reports, though.
Everyone has their own dreams for what Toady will unveil in the next version (or couple of versions). I, personally, am mostly hoping for more development of the "Map Features" item and associated things so that players can build even greater and more imaginative fortresses.
Engraving, colors, metals
Metal and mineral requests
*makes Bambie eyes at Toady One*
Yeah, your suggestions about mineral occurrence are good ones. The round clusters bug me too. I think Toady said he probably wouldn't have time to rework them yet, but I can't find the quote.
Now... can you set non-combat skills? I think the attributes are getting reworked, but will the other skills still make them stronger, faster, and tougher?
Yeah, attributes are only trained by usage now. Which is rad. Don't know about setting them for the arena though. Maybe they're hiding at the top of the skill list, or maybe you just can't.
What will the functional difference between a war hammer and a mace be in the new combat system aside from using a different skill?
Weapons have many more parameters now, so there should be some subtle differences. Hammers probably have a smaller area on their striking surfaces, at least.
Sorry if its been answered already but:
What are the fighter and striker skills used for?
They're the general combat skills that Toady mentioned. Or at least "Fighter" is. "Striker" might be the "grasp strike" (a.k.a. punching) skill, judging by its placement.
For unarmed, the count is actually five (I hadn't included the unwieldy objects, a skill I haven't named but it seems there should be *something* for that). Then there's wrestling, dodging, grasp strikes (needs name), stance strikes (needs name, probably kicking). Breathing fire and bites and so on are awaiting skills that I haven't set up yet. There are also general skills for melee/ranged combat that pick up some of the slack that used to depend on "level" (counterstrikes, noticing charges, etc.).