It's still a ways off, but what are your thoughts on how magic will be implemented? Will it be similar to Armok?
Has throwing been rebalanced? (I don't think I saw that question in the Future of the Fortress thread; apologies if I missed it)
What's your best estimate of the next release date?
You mentioned allowing players to recreate fantasy worlds from existing literature. I'd imagine, that, despite your best efforts, there's going to be a number of incompatibilities between what DF can model and the worlds are described as. How central a feature do you consider that to be (i.e. how much effort will you be spending on it vs. other features)?
It might be a bit early as well, but to what extent will the world gen settings be overwriting an otherwise random setting (like just replacing a standard town layout with self-specified Minas Tirith, say, and only having that layout matter when your adventurer visits it, not in world-gen), created in the present day with your specifications but be created with a false history, and/or be randomly generated until your specifications apply?
Are you going to include literally spelled-out dialog for the dwarves in Dwarf Mode at points, or leave it to be inferred through the actions they're taking? And are you going to keep with the same dialog system in Adventure Mode (fully spelled out, but repetitive and stilted due to the random environment.) I could see a system like Morrowind's working well here (though I hate it.)
When are you putting in more music?
Do you foresee any more community collaboration like with the video output code?
Magma and water are currently the only fully featured fluids. Are you going to add more? And are they going to be hardcoded individually (just adding in booze and/or acid or something like that), or are you going to generalize them all into fluids with different properties? And will they be able to mix together/be separated/react to eachother ala obsidian creation?
Is being able to expand a Dwarf Fortress after settling into it infeasible?
You mentioned recipes during world gen and there are engravings and artifacts. What other items will record history in a format readable by adventurers? Will we get randomly generated books as well?
How deep are the genetics going to extend? Will they modify appearance (and how much of that will be genetic, environmenta, and random), personality and/or genetic diseases? And for fantasy's sake, what supernatural or distinguishing marks can be attached to bloodlines?
Well, if we dye our socks any color... can fire have different colors based on temperature/ burning materials (or possibly as part of divinations much later on)? Will it burn off hair, leave scars (and keep information on the source of the fire attached to the scar)? And will hair affect how much fire damages a dwarf (extra points if being soaked in booze also adds to the damage)?
What effects will brain injuries have? Any chance of a dwarven Phineas Gage?
Can souls be applied to inanimate objects and/or as part of artifacts?
One of the arcs is focused on artifacts. What are some examples of quirks have you thought of to apply to them? Will artifacts be able to be created in more ways than a dwarf commandeering a workshop (like making a normal sword into an artifact through siginificant events, or by a god's decree)?
What are some of the ideas you have on making sieges more challenging? Traps rebalance is one, I know. Do you think you will implement siege ladders to bypass walls/moats, or miners to dig through a wall?
Do you plan to leave constructed walls unengravable?
Okay... I think that's more than enough. At least, when 9 new replies get posted before I finish...