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Author Topic: The next version's changes/feature list. Spoilers: it's huge  (Read 27225 times)

Foa

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #45 on: December 14, 2009, 01:43:45 am »

I just want to breed dogs in my fortress...

Simple little dogs...

And breed them to be larger...
So much larger...
All but the biggest of every litter to be made into bolts...

And the biggest... will go on and on and on...
Until they are the size of dragons... or larger.
At which point I will place them as watchdogs at the front of my fortress.
Now I just need to be able to breed mutations such as multiple heads!

Gobby McGob: Why is lord Caravel, our demon overlord, crying like a sissy?!
Gobs Goblinface (crying): Because he's realized what he's committed our invasion to fighting!
Gobby McGob (looks at the dragon-sized watchdogs and cries): Horrors!  Demons from the Pack!
*ARF ARF*  (Trees and mountains shake)
Reminds me of a nordic/roman/greek myth, but not about cerebus.
Something about this muscular teen losing a ball in the domain of a known beastly hound, killed it, and had to raise another, and he became stronger than the gods, and was remarked as the dog man.
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Roxorius

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #46 on: December 14, 2009, 02:11:13 am »

Reminds me of a nordic/roman/greek myth, but not about cerebus.
Something about this muscular teen losing a ball in the domain of a known beastly hound, killed it, and had to raise another, and he became stronger than the gods, and was remarked as the dog man.

Batting 0 for 3 there, buddy.  That's a somewhat garbled version of an Irish myth. He's Cuchulainn.
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Foa

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #47 on: December 14, 2009, 03:33:54 am »

Reminds me of a nordic/roman/greek myth, but not about cerebus.
Something about this muscular teen losing a ball in the domain of a known beastly hound, killed it, and had to raise another, and he became stronger than the gods, and was remarked as the dog man.

Batting 0 for 3 there, buddy.  That's a somewhat garbled version of an Irish myth. He's Cuchulainn.

You know what, I'd like to breed the most badass horse, faster than super-koboldly agile kobolds, stronger than 7 war hounds. And I'll assign it to a dwarf that horse, give him a lance, a crossbow, and a sword.
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zwei

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #48 on: December 14, 2009, 06:45:56 am »

This is neat and impressive document. Quite good for passing around to would-be df converts.

carebear

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #49 on: December 14, 2009, 07:35:13 am »

Quote
-> Attributes/Skills

EMPATHY - being able to feel other peoples' stuff.
That one always makes me laugh  ;D
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darkflagrance

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #50 on: December 14, 2009, 07:37:55 am »

I might bookmark this and look at it when I'm sad.  :)
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Crossroads Inc.

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #51 on: December 14, 2009, 09:10:34 am »

OK this might sound like a stupid question... but when the new game comes out, will we be able to play any of our current forts with it? Or we starting from scratch?
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zwei

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #52 on: December 14, 2009, 09:32:22 am »

OK this might sound like a stupid question... but when the new game comes out, will we be able to play any of our current forts with it? Or we starting from scratch?

There is huge material rewrite that will make your save incompatible. And you will need to generate new world to get new features like underground anyway.

So yeah, it will be fresh start for everyone.

CaptainNitpick

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #53 on: December 14, 2009, 09:56:04 am »

OK this might sound like a stupid question... but when the new game comes out, will we be able to play any of our current forts with it? Or we starting from scratch?

There is huge material rewrite that will make your save incompatible. And you will need to generate new world to get new features like underground anyway.

So yeah, it will be fresh start for everyone.

That you have to start over is part of why the release has been so long in coming. Toady's been trying to fold as many save-breaking changes into a single release as he can.
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The Architect

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #54 on: December 14, 2009, 10:37:45 am »

It's... so beautiful. It really is.

Incidentally, adding in updates/changes to your document as you go, and as they are pointed out here?
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Footkerchief

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #55 on: December 14, 2009, 11:24:46 am »

Automatic fish cleaning and fat rendering probably deserve a place on this list.
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SirPenguin

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #56 on: December 14, 2009, 12:59:25 pm »

-> The d# series
    * You can now zoom your view with the scrollwheel
    * A huge multitude of framerate increases
    * The window can now be dynamically resized on the fly
    * A system to create keypress macros
    * The grid size is autogenerated on startup; such init.txt settings are ignored

Yeah, I've been neglecting that section for no good reason. Thank ya!

caste stuff

Once again, thanks for the clarification. I guess I found it confusing because I'm not used to the word "caste" being used in this way. I'm sure it's perfectly correct, but yeah.

Automatic fish cleaning and fat rendering probably deserve a place on this list.

Will do. I've been putting off all the December updates for no good reason...I guess because this month is "unfinished", I dunno. I'll be getting to it soon, though, after my big and scary math final
« Last Edit: December 14, 2009, 01:01:45 pm by SirPenguin »
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The Architect

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #57 on: December 14, 2009, 01:10:51 pm »

Will do. I've been putting off all the December updates for no good reason...I guess because this month is "unfinished", I dunno. I'll be getting to it soon, though, after my big and scary math final

You have to draw the line somewhere. Good luck with your final!
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lordcooper

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #58 on: December 14, 2009, 04:25:25 pm »

Quote
There is a system in place that will try its best to keep your schedules staffed, going so far as finding replacements when soldiers get hungry/tired, as well as forcing soldiers to stay on duty if no replacements are found

Kill orders are now possible. You can select any creature your fort does not control to be killed

You can now handle ammo allocation by material, so you can set aside metal bolts for battle and wooden bolts for training. Squads will maintain such ammo counts on their own.

Ranged damage has been nerfed, in addition to bolts making "logical" paths now.


Brilliant!  That is gonna be great when the megabeasts show up :)

Quote
The trimming of hair/nails is also possible for civilized creatures, and they will grow long and unkempt without such activities

Umm, wow.  Anyone know if we get any control over this?

Quote
You can choose different options for each announcement, like whether you want it to pause the game or recenter your view

No more pausing for microcline  ;)

Quote
The above also allows for scars

Man, I gotta get one scar-face dwarf.  I'm gonna let him get almost killed on multiple occasions before sending in the troops.

Quote
There is a lot of nasty stuff underneath, seemingly related to the old "end of the world" timers

Before my DF time, I think.  What were they?

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Blargityblarg

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Re: The next version's changes/feature list. Spoilers: it's huge
« Reply #59 on: December 14, 2009, 05:02:01 pm »

Spoiler (click to show/hide)
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