On the note of liasons, will we have Elven civ liasons? I'm not talking about your dwarven civ having an elf or goblin liason (I've never seen a dwarf civ with a human liason, maybe because their lives are short), I'm talking about the Elves having their own liason. This may actually be possible now with modding. I had heard of people mentioning the elves having liasons but they die off in worldgen and aren't replaced. I would make this question green, but it may get answered by the modders as I'm not sure.
Do you mean a diplomat of any kind? They send somebody over in the currently released version to make tree cutting agreements if you get up to a baron, I think.
Couldn't you implement a forcibly "doomed" civ just by setting one or more powers to have a personal hatred against them? Once there are Gods meddling with the world, just setting a couple of them to try to bring down a civ should do the trick over time, right? It seems to fit with the game much better than an artificial concept of bad luck or a forced apocalypse.
Apologies if you saw this above, but it was touched on pretty directly: "Ghost transformations are one of those metaphysical matters that didn't have explanations attempted in the game when they existed, just like the current undead regions. When those have explanations, things like ruins with zombies should arise more naturally. This could involve gods in pantheons of death/rebirth/etc., regions linked to death/etc. for whatever reason, etc., but it's all specific mechanics at that point."
Yeah I read that, but that had more of a tone of passive interaction - IF a bunch of people died or a civ was ruined, zombies could show up due to sphere influence. I'm talking more along the lines of angered powers causing volcanic eruptions, creating megabeasts, sending a plague of locusts, that kind of thing.
There are a few narratives getting confused here, and we have to look at them separately. When I was talking about bad luck or a forced apocalypse, it was with respect to an Armok 1 dev notion of a forced plot event in a world's generation parameters. Having a god hate you would be insufficient to absolutely guarantee a plot event on a schedule. Setting a god to hate you from the beginning is more like the kind of bad luck I was getting at. If that failed to kill you on schedule, it would have to force it. However, I'm not sure the notion of forced plot events will be used at all. There's a lot that can be done with world gen parameters before that which is more interesting.
There was an earlier quote from the giant post that might be closer to what you were looking for, in terms of active/passive: "the general idea here is to generate a creation myth for a given world, which might involve some or all of the pantheons that are eventually worshipped, and then each of the gods which exist, the mega beasts, powers, forces, intelligent critters and wilderness beasts will have more of a foundation to go ahead with their antics. In particular, some of them could appear before others, and they could get it on to make others, and that sort of thing. I remember creating some kind of list for Armok 1 that had ways that each of the groups could create, destroy or interact with each of the other groups (which leads to the fairly common alternate models like civilizations creating actual gods through worship and that sort of thing)." In a world with active gods (which would probably be a param thing), you should expect all manner of crap. They'd just be given an independent hist fig world gen turn like a megabeast, most likely, but with access to whatever broad list of actions they have available. I should reiterate that I have no timeline for this stuff, just that I'm all for it.
I frequently see invaders show up with two-handed swords and shields at the same time. Is any of the new work going to fix that?
Probably not -- the specific problem we were talking about before will likely work out fine, but multi-grasp weapons are still fundamentally broken in many ways that'll be more combat arcishly fixed.
Entity and Civ question: Would a civ group that predominately worships death ever do such a thing as get carried away and decide to all kill themselves? Would a Civ group that worships undeath ever do such a thing as deliberately seek the zombie or skeleton state? Maybe even successfully discover a sentient sort of undead state, and remain a viable (ha!) part of the Civ?
He he, it happened in an ASCII Art Reward. The spheres associated to religions should certain translate to meaningful acts. I have no idea when though. As adventure mode "quests" become more interesting (or the concept dissolves), and leaders get more independence with the pre-siege stuff, it'll start to come up, anyway.
Combat question: Regarding enemy and combat IA, I've noticed that (mostly in adventure mode) goblin children often rush you, running right by the strewn weapons of their fallen guardsman, running right by the handy pile of stones, to try to wrestle and punch you. Are we looking at an improvement in the future where an enemy without a suitable weapon will try to recover one from the battlefield, or a case where children pick up rocks to attack the full grown adventurer?
Not this time around. Oddly enough, the work on job priorities will probably start to open some doors there, as that involves gutting their thought processes, though it probably won't be looked at until the actual combat overhaul.
Could it do a, uh, automatic "partial" save-load? It appears to have some way of adapting when the raws change during a real save-load, and that would be better than nothing even if it sucks.
I thought the idea of the original question was to avoid that, or maybe it was just the manual-ness of it that is bad. If you don't mind sitting while it does all of everything that you would normally have to do manually, that would work. The issues come up when you try to do it any faster than that.
Toady with the mythos/plot generator, will it be possible for it to set up Armagedon scenarios or at least situations where the mass destruction of the world is possible? Both in World Generation and when the player is involved (afterall the world ending during World Gen would be boring outside of the planes arc).
-I am mostly reminded of one person's failed attept to break into the HFS. His fortress was destroyed and the demons that poured out and proceeded to destroy much of the world due to the sheer number of powerful beings.
Originally, we had a few broad arcs for a world's life. There were the fading out ones (which is most like the current system, just because nothing comes back), the marches toward apocalypse, the cyclic ones, and the sort of "gothic" style where there's an established order and you just sort of cower against it on the bottom rung. That kind of division is no longer in the cards really, but the notion of having powerful forces and established metaphysical facts like a predestined ending to the world are all still floating around. I guess it would be amusing if the world ended during world gen -- it would just be a reject, he he he. In terms of the demons and all that, once the pre-siege individuals are thinking about things, both anything you've released and the mega beasts and so on will begin to be more than just random attack events, which should be cool.
Will Civilisations always avoid Spherical lands like they currently do or can desperate or foolish leaders convince others to start to live there?
Right now it's all stark and hard-coded. I don't imagine it'll stay that way, but it'll probably be that way for a while, though their little pet gathering adventures already break the no-savagery rule, so I guess it's hard to say.
Will the Sphere related curse be gradual in effect over time Can Spherical lands have degrees of power? In one example you said something about learning to dance by staying in a land of joy, eventually will the energy build up to even more adverse effects possibly dependent on the degree of sphere power?
-Though that assumes that all Spherical lands will cause problems and changes for non-natives just for being around it for certain periods of times.
If the good/evil model is carried over, they'd be rated on their sphere strength from 0 to 100, and I don't think there's any reason not to stick with something like that. The good/evil tile value would be free, so I can either not expand the memory footprint and have the region have a single sphere profile which is stretched out in one direction (so a tile could be 1:2:1 or 2:4:2 or 4:8:4 in the three spheres of a given region), or I could scrap the field and have dynamic overlapping regions like the territories, which could only get obscenely large if most spheres figures in most places, which would be silly. On the other hand, decoupling the sphere ratings from the regions might also be strange, depending on the relationship between regions and their spheres and why the power has manifested in a given way. Anyway, yeah, there should be degrees. What that means in terms of curses will really depend on the curse definitions. As with venom, I imagine there will be all sorts of available models in a slowly growing list.
Spherical lands seem to have adverse effects over long periods of time on its non-native inhabitants. Though I guess I could extend this question to curses as a whole. Will there be an idea of being changed to the point of losing one's race in the eyes of others? For example will someone whos ears turn into batwings still be considered human? Will it depend on the civilisation?
Yeah, Zach and I have discussed the general problem quite a bit -- body appearance, clothing appearances, stylings, all that should enter into reactions/impressions, but it's an easy thing to put off. It should probably depend on individual entities, their defs and even the creature defs. I suppose it could be a can of worms in what ways human xenophobia is cultural or more of a species thing. Our goblins are supposed to be very tolerant of or even nearly oblivious to odd appearances, on the other hand, and elves are tolerant in their own way, since they hang out with talking animals and stuff. Kobolds are probably less tolerant that humans, but that could just be the massive cultural barrier. I have no idea what a kobold would do if a human walked up and started communicating properly. Dwarves? Things that aren't dwarves probably make them grumpier and even more apt to drink or something... distrustful but not murderous?
Toady, any chance we could see RAW examples of a Sword and Spear to go with the bludgeoning weapons?
Sure. Here's what I've got so far. Tentative as usual. Training weapons should probably be a little heavier than their edged counterparts, since they are thicker. (The "WEIGHT" is actually a volume, still have to change that, and probably to mm^3 like the others, thought those numbers would be some of the worst guesses ever made).
[ITEM_WEAPON:ITEM_WEAPON_WHIP]
[NAME:whip:whips]
[WEIGHT:10]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:BLUNT:10:10:lash:lashes:NO_SUB:5000]
[ITEM_WEAPON:ITEM_WEAPON_AXE_BATTLE]
[NAME:battle axe:battle axes]
[WEIGHT:80]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
The format is ATTACK:EDGE/BLUNT:contact area:penetration size:verb2nd:verb3rd:noun:velocity multiplier
Penetration size currently only matters for edged attacks.
[ATTACK:EDGE:1500:6000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:1500:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_HAMMER_WAR]
[NAME:war hammer:war hammers]
[WEIGHT:40]
[SKILL:HAMMER]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:200:200:bash:bashes:NO_SUB:2000]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT]
[NAME:short sword:short swords]
[WEIGHT:30]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[CAN_STONE]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_SPEAR]
[NAME:spear:spears]
[WEIGHT:40]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:6000:bash:bashes:shaft:1250]
[ITEM_WEAPON:ITEM_WEAPON_MACE]
[NAME:mace:maces]
[WEIGHT:40]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:300:4000:bash:bashes:NO_SUB:2000]
[ITEM_WEAPON:ITEM_WEAPON_CROSSBOW]
[NAME:crossbow:crossbows]
[WEIGHT:40]
[SKILL:HAMMER]
[RANGED:CROSSBOW:BOLT]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:100] This is just to make sure a near-weightless object doesn't go faster than the string could possibly go.
[TWO_HANDED:0]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:1000:4000:bash:bashes:NO_SUB:1250]
[ITEM_WEAPON:ITEM_WEAPON_PICK]
[NAME:pick:picks]
[WEIGHT:50]
[SKILL:MINING]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:100:4000:strike:strikes:NO_SUB:2000]
[ITEM_WEAPON:ITEM_WEAPON_BOW]
[NAME:bow:bows]
[WEIGHT:30]
[SKILL:SWORD]
[RANGED:BOW:ARROW]
[SHOOT_FORCE:1000]
[SHOOT_MAXVEL:100]
[TWO_HANDED:0]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:1000:4000:bash:bashes:NO_SUB:1250]
[ITEM_WEAPON:ITEM_WEAPON_BLOWGUN]
[NAME:blowgun:blowguns]
[WEIGHT:15]
[SKILL:SWORD]
[RANGED:BLOWGUN:BLOWDART]
[SHOOT_FORCE:100]
[SHOOT_MAXVEL:1000] I suppose you could blow harder and harder, but the force prevents it from getting out of hand.
[TWO_HANDED:0]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:2]
[ATTACK:BLUNT:1000:4000:bash:bashes:NO_SUB:1250]
[ITEM_WEAPON:ITEM_WEAPON_PIKE]
[NAME:pike:pikes]
[WEIGHT:80]
[SKILL:PIKE]
[TWO_HANDED:67500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:20:12000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:6000:bash:bashes:shaft:1250]
[ITEM_WEAPON:ITEM_WEAPON_HALBERD]
[NAME:halberd:halberds]
[WEIGHT:120]
[SKILL:AXE]
[TWO_HANDED:67500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:1000:8000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:6000:bash:bashes:shaft:1250]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]
[NAME:two-handed sword:two-handed swords]
[WEIGHT:90]
[SKILL:SWORD]
[TWO_HANDED:67500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:2000:8000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:2000:8000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_LONG]
[NAME:long sword:long swords]
[WEIGHT:70]
[SKILL:SWORD]
[TWO_HANDED:57500]
[MINIMUM_SIZE:52500]
[MATERIAL_SIZE:4]
[ATTACK:EDGE:1500:6000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:3000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1500:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_MAUL]
[NAME:maul:mauls]
[WEIGHT:130]
[SKILL:HAMMER]
[TWO_HANDED:67500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:BLUNT:500:6000:bash:bashes:NO_SUB:2000]
[ITEM_WEAPON:ITEM_WEAPON_AXE_GREAT]
[NAME:great axe:great axes]
[WEIGHT:130]
[SKILL:AXE]
[TWO_HANDED:67500]
[MINIMUM_SIZE:62500]
[MATERIAL_SIZE:5]
[ATTACK:EDGE:2000:8000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:2000:8000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_DAGGER_LARGE]
[NAME:dagger:daggers]
[ADJECTIVE:large]
[WEIGHT:20]
[SKILL:DAGGER]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:1]
[ATTACK:EDGE:200:800:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:30:1000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:50:600:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_SCOURGE]
[NAME:scourge:scourges]
[WEIGHT:30]
[SKILL:WHIP]
[TWO_HANDED:27500]
[MINIMUM_SIZE:22500]
[MATERIAL_SIZE:2]
[ATTACK:EDGE:10:50:lash:lashes:NO_SUB:2000]
[ITEM_WEAPON:ITEM_WEAPON_FLAIL]
[NAME:flail:flails]
[WEIGHT:50]
[SKILL:MACE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:500:4000:bash:bashes:NO_SUB:2500]
[ITEM_WEAPON:ITEM_WEAPON_MORNINGSTAR]
[NAME:morningstar:morningstars]
[WEIGHT:50]
[SKILL:MACE]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:10:500:bash:bashes:NO_SUB:2000]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_SCIMITAR]
[NAME:scimitar:scimitars]
[WEIGHT:30]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:EDGE:1000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:EDGE:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[ITEM_WEAPON:ITEM_WEAPON_AXE_TRAINING]
[NAME:training axe:training axes]
[WEIGHT:80]
[SKILL:AXE]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:4]
[ATTACK:BLUNT:1500:6000:hack:hacks:NO_SUB:1250]
[ATTACK:BLUNT:1500:6000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[TRAINING]
[ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT_TRAINING]
[NAME:training sword:training swords]
[WEIGHT:30]
[SKILL:SWORD]
[TWO_HANDED:37500]
[MINIMUM_SIZE:32500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:1000:4000:slash:slashes:NO_SUB:1250]
[ATTACK:BLUNT:50:2000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:4000:slap:slaps:flat:1250]
[ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]
[TRAINING]
[ITEM_WEAPON:ITEM_WEAPON_SPEAR_TRAINING]
[NAME:training spear:training spears]
[WEIGHT:40]
[SKILL:SPEAR]
[TWO_HANDED:47500]
[MINIMUM_SIZE:42500]
[MATERIAL_SIZE:3]
[ATTACK:BLUNT:20:10000:stab:stabs:NO_SUB:1000]
[ATTACK:BLUNT:1000:6000:bash:bashes:shaft:1250]
[TRAINING]
And the spoilered question:
it would be awesome if Dwarf Fortress were to enter the elite ranks of games with properly feathered therapod dinosaurs, although modding in feathers would probably be pretty easy.
Ha ha, all right. Done. Birds had feathers (they just aren't harvestable/useful without some sort of modding), so I just moved theropods over to that class of random creature, in terms of the surface cover (hair/feathers/scales etc.). Although I think because these are for random giant beasts right now... weren't they thinking larger ones like tyrannosaurus and so on didn't have full feather coverage, in the same way that an elephant/rhino/etc. doesn't have full hair coverage (due to the heat or whatever))? I guess there were wooooollly mammoths, which had full coverage, though that might be a special case due to the special weather.