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Author Topic: New Release Feature Compilation  (Read 2740 times)

Warlord255

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Re: New Release Feature Compilation
« Reply #15 on: September 09, 2009, 10:16:31 pm »

Seems interest has trailed off a tad...

if I might ask for a reminder; are skill synergies going in at all?
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MrWiggles

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Re: New Release Feature Compilation
« Reply #16 on: September 09, 2009, 10:23:43 pm »

From what I gathered from the last talk, it can now be done but not for this release.
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Exponent

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Re: New Release Feature Compilation
« Reply #17 on: September 10, 2009, 08:44:51 am »

-Better crafting controls end your stone-sorting worries!
-Improved pathfinding on most computers!

I have been keeping up quite well with all of the development updates, and I can't remember seeing either of these.  I could just be forgetful, but a link or quote would be appreciated.
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Bricks

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Re: New Release Feature Compilation
« Reply #18 on: September 10, 2009, 08:47:01 am »

Nice summary.  I don't think gangrene is actually part of this update, given how Toady has mentioned a lot lately that infections have been put off for now.
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Danarca

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Re: New Release Feature Compilation
« Reply #19 on: September 10, 2009, 10:52:59 am »

Quote
-Improved framerate and pathfinding on most computers!
Really? Haven't seen that anywhere?
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GoldenH

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Re: New Release Feature Compilation
« Reply #20 on: September 10, 2009, 01:04:39 pm »

I'm also curious since there is nothing like that on the list of remaining items
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Footkerchief

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Re: New Release Feature Compilation
« Reply #21 on: September 10, 2009, 01:12:02 pm »

Nice summary.  I don't think gangrene is actually part of this update, given how Toady has mentioned a lot lately that infections have been put off for now.

Quote
-Improved framerate and pathfinding on most computers!
Really? Haven't seen that anywhere?

Both correct.  Neither of those are going in.  The only thing close to a pathfinding change is that the "stay inside" option should work better now that it's done via burrows instead.

Fortress mode combat reports and the ability to disable pause-recenters etc. deserve a special mention.

Underground attacks are already in the OP, but it should be emphasized that they're ENDLESS.

I would also add a new modding section that mentions the more detailed bodies and the ability to mod nobles, officials and other positions.
« Last Edit: September 10, 2009, 01:18:02 pm by Footkerchief »
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Warlord255

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Re: New Release Feature Compilation
« Reply #22 on: September 10, 2009, 11:40:01 pm »

Nice summary.  I don't think gangrene is actually part of this update, given how Toady has mentioned a lot lately that infections have been put off for now.

Quote
-Improved framerate and pathfinding on most computers!
Really? Haven't seen that anywhere?

Both correct.  Neither of those are going in.  The only thing close to a pathfinding change is that the "stay inside" option should work better now that it's done via burrows instead.

Fortress mode combat reports and the ability to disable pause-recenters etc. deserve a special mention.

Underground attacks are already in the OP, but it should be emphasized that they're ENDLESS.

I would also add a new modding section that mentions the more detailed bodies and the ability to mod nobles, officials and other positions.

The 40d## code is a pathfinding upgrade, and once finalized in a stable form will be going into the next version, should current plans continue.
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corvvs

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Re: New Release Feature Compilation
« Reply #23 on: September 11, 2009, 12:31:06 am »


The 40d## code is a pathfinding upgrade, and once finalized in a stable form will be going into the next version, should current plans continue.

Nope, sorry - it would be wonderful, but it isn't. It's (primarily) revamp of the graphics engine to use SDL as a backend, so it can be cross-platform (once that was pretty much working and stable they started adding other features). Framerate boost is a nice side-effect. But it doesn't touch pathfinding. *That* should be a huge framerate boost when it happens.
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Nilik

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Re: New Release Feature Compilation
« Reply #24 on: September 11, 2009, 03:16:00 am »

Someone mentioned civillian skills being trained by watching someone, like the new drills for soldiers. Is that confirmed or just speculation? As the residents of a certain wiki-centric encyclopedia would say... citation please!
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Footkerchief

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Re: New Release Feature Compilation
« Reply #25 on: September 11, 2009, 03:31:49 am »

Someone mentioned civillian skills being trained by watching someone, like the new drills for soldiers. Is that confirmed or just speculation? As the residents of a certain wiki-centric encyclopedia would say... citation please!

It's just military drills, no civilian skills yet.

Quote
Quote from: NFossil
Does this mean the teaching of other skills would be easy to code?
Quote from: Tenebrais
Will this instruction lark work for all skills, or just the military?

It's set up to use any skill, but since it's not used for that yet, I didn't do a few things, like have them search for meeting rooms instead of a training barracks.  It would be fast to set something up once there's more of a need for it.  As it stands, people know how to do complicated tasks at zero-skill, so it's not pressing, but that will likely be changed down the road.
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Warlord255

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Re: New Release Feature Compilation
« Reply #26 on: September 11, 2009, 07:03:33 am »


The 40d## code is a pathfinding upgrade, and once finalized in a stable form will be going into the next version, should current plans continue.

Nope, sorry - it would be wonderful, but it isn't. It's (primarily) revamp of the graphics engine to use SDL as a backend, so it can be cross-platform (once that was pretty much working and stable they started adding other features). Framerate boost is a nice side-effect. But it doesn't touch pathfinding. *That* should be a huge framerate boost when it happens.

Whoops! My bad.
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Angellus

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Re: New Release Feature Compilation
« Reply #27 on: September 11, 2009, 12:12:24 pm »

What is this caste/burrows thing?
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Footkerchief

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Re: New Release Feature Compilation
« Reply #28 on: September 11, 2009, 12:49:47 pm »

What is this caste/burrows thing?

Burrows are explained extensively if you Ctrl+F the dev log.  As for castes:

Castes (or morphs, as Toady was calling them at one point) are subtypes of a creature.  Most creatures just have a male and female caste, but others, like antmen, will have queens, workers, drones and so on, with different bodies and behaviors (and profession names, and ASCII tiles, etc.).  Reproduction can occur between any two castes marked MALE and FEMALE, and the caste of any resulting offspring is determined solely by the creature's caste ratios, not by the castes of the parents.
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Lap

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Re: New Release Feature Compilation
« Reply #29 on: September 11, 2009, 04:19:02 pm »

The best thing to come of this is definitely burrows. Things like venom and tissue layers are nice additions, but I would rather have had more core gameplay, modding, or interface additions happen first (Army Arc, nobles with purpose, more externalized code, full graphics API, etc.). *sigh* Maybe in another few years.

Wider scope or creation of an empire would go a long way towards stopping players from getting bored towards the end of their fortresses. Both adventure mode and fortress mode really need more end goals.
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