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Author Topic: Post the bugs you think will be in the upcoming version.  (Read 5572 times)

piesquared

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Re: Post the bugs you think will be in the upcoming version.
« Reply #30 on: January 27, 2010, 09:19:14 pm »

Healthcare:

-Insufficient restrictions mean casts are applied to one's liver, sutures to one's brain, and splints to one's lungs.
-Medical dwarf gets fell mood. OH GOD THE BLOOD. (may not be a bug...)
-Eyelids turn out to clean more then just the eye, soap stays useless.
-Changes made after hydra test mean that dwarves may reproduce by being chopped in half once their physical attributes are high enough to survive a few seconds.

Military:
-Attachment to weapons goes wrong on wrestlers when one grabs a stuck-in and spends too long twisting it...
-Wood hammers turn out more effective then adamantine ones.
-Kill orders don't end when the target dies... they roll over to the next creature on the list (if there is one). If this turns out to be the champion you ordered to do the killing, so be it.
-New clowns are of ice rather then fire, and melt upon exposure to dwarves in the same way a dwarf would melt upon exposure to the old kind.

Misc:
-Breath weapons made of materials spew out far more then they ought to - creature drowns on its own breath.
-Cave adaptation + contaminates combining to form flows + a slight miscalculation as to amounts = your entire fortress flooding with the vomit of the first dwarf to go outside.
-Skill rust of 2 points a season causes a dwarf with skill "1" to change to skill "65,535".
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inteuniso

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Re: Post the bugs you think will be in the upcoming version.
« Reply #31 on: January 27, 2010, 09:36:20 pm »

Lack of magma causes dwarfs to become sane.

No alcohol affects dwarfs positively.
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Lol scratch that I'm building a marijuana factory.

Brian

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Re: Post the bugs you think will be in the upcoming version.
« Reply #32 on: January 27, 2010, 10:04:41 pm »

Dwarves in the middle of combat areas will gain swimming ability due to accumulated blood splatter.
Combat inside small rooms will quickly cause the entire room to fill entirely with blood, drowning those inside.
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Skorpion

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Re: Post the bugs you think will be in the upcoming version.
« Reply #33 on: January 27, 2010, 10:40:05 pm »

- Magma pipes and underground caverns interact and cause magma to drain into cavern on embark.
- Rivers intersecting caverns cause dramatic waterfalls, but flood underground areas due to lack of bottomless tiles. World slowly fills up with water from bottom.
- Melting barrels of booze at magma smelter causes fireball.
- Medical dwarf accidentally uses own beard as dressing.
- Dwarves gain breath weapons due to multiple infections and general filth in their beards.
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The *large serrated steel disk* strikes the Raven in the head, tearing apart the muscle, shattering the skull, and tearing apart the brain!
A tendon in the skull has been torn!
The Raven has been knocked unconcious!

Elves do it in trees. Humans do it in wooden structures. Dwarves? Dwarves do it underground. With magma.

Mechanoid

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Re: Post the bugs you think will be in the upcoming version.
« Reply #34 on: January 27, 2010, 11:21:50 pm »

Blood is generated inside the body at a faster rate then it can be lost through wounds. Metal creatures become infinite sources of metal globs, and thus metal.

A venom sack is broken in a wounded giant cave spider, which oozes venom everywhere the spider walks. Dwarves trying to clean the venom spills become paralyzed.

While building a staircase downwards, the dwarf steps off the staircase he's currently on in order to stand on the tile below BEFORE the staircase is built. He plumets to his death.

Due to a typo, a material on a body is not what it is supposed to be. Elephants have tusks made of adamantine; dwarves have beards made of silk, which weavers try to collect continually.

[The starting wagon gets attacked by a goblin before it can be disassembled, and bleeds tower cap wood.]
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DaJonkel

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Re: Post the bugs you think will be in the upcoming version.
« Reply #35 on: January 27, 2010, 11:23:35 pm »

After playing for 85 hours straight the game locks up.
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- Protector of those who are always used in or are victim of dangerous experiments, random acts of violence, deliberate acts of unnecessary violence, unjust punishment by false blame of error, justed punishment by blame of trivial everyday stuff, oh and mythological species racism in general. (I help them with law stuff and filing basics forms, as claws, tentacles and whatnot can make that difficult... no forms no benefits, travel coverage, ect apparantly in this world *sigh*).

Dr. Hieronymous Alloy

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Re: Post the bugs you think will be in the upcoming version.
« Reply #36 on: January 27, 2010, 11:31:04 pm »

semi-serious worry:

That broken bones and wounds requiring surgery will be rare enough in well-managed forts that it's impossible to maintain a doctor dwarf at high skill levels without rust.
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riznar

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Re: Post the bugs you think will be in the upcoming version.
« Reply #37 on: January 28, 2010, 01:03:24 am »

Should be able to allow practicing on goblins in the ethics file then!
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Argonnek

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Re: Post the bugs you think will be in the upcoming version.
« Reply #38 on: January 28, 2010, 01:04:24 am »

Just drop a dwarf a few z-levels every now and then.

monkeyfetus

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Re: Post the bugs you think will be in the upcoming version.
« Reply #39 on: January 28, 2010, 05:02:07 am »

Adamantine hammers will be next to useless in the upcoming version, and it isn't a bug. As the lightest metal, it's just not effective to club people with it.
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Why does my adventurer keep crying?
Greiger's is actually correct...  sadly enough.  The emotional circumstance processor is still turned on, with a randomly rolled up personality, but they can't express themselves or take control...  they can only cry.

Grimlocke

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Re: Post the bugs you think will be in the upcoming version.
« Reply #40 on: January 28, 2010, 05:48:25 am »

* Hammerer will, if no hammer is available, use any object in the vicinity as his weapon instead (including animals and fellow Dwarves)
If this would allow us to arm our hammeres with trouts, then its not a bug but a feature. For its pure awesomeness. I realy doubt it will happen though, the most exiting thing in that area that could happen is probably things like dwarves getting confused with modded weapons, or with two handed weapons being used in some wrong way again.

To above poster, that is actualy correct, but with that reasoning adamantine would be useless for or at less usefull for all weapons. They simply need their mass to story enough energy before dealing a blow.

Its probabaly best to assume that adamantine is strong because it ignores such pesky physical laws.

It would be cool if this were to be put in though, especialy if it would let you make weapons like lead cored maces.
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I make Grimlocke's History & Realism Mods. Its got poleaxes, sturdy joints and bloomeries. Now compatible with DF Revised!

Retro

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Re: Post the bugs you think will be in the upcoming version.
« Reply #41 on: January 28, 2010, 05:53:32 am »

* Hammerer will, if no hammer is available, use any object in the vicinity as his weapon instead (including animals and fellow Dwarves)
If this would allow us to arm our hammeres with trouts...

The hammerer who says "Ni!"

ed- "Mandates: Bring shrubbery (1/2)"

(couldn't resist)

100killer9

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Re: Post the bugs you think will be in the upcoming version.
« Reply #42 on: January 28, 2010, 07:06:44 am »

Woodcutters will use herrings to chop down forests.
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Death, Booze, and Insanity.
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Welcome, friends to Slaves to Armok III: Snakes and Ladders.

G-Flex

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Re: Post the bugs you think will be in the upcoming version.
« Reply #43 on: January 28, 2010, 11:31:21 am »

Metal creatures become infinite sources of metal globs, and thus metal.

If you have a strong enough metallic opponent that you can bleed it out every once in a while without causing permanent harm, this might (to some degree) be true.

Oh dear.
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Sphalerite

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Re: Post the bugs you think will be in the upcoming version.
« Reply #44 on: January 28, 2010, 11:53:53 am »

Randomly generated forgotten beast is discovered with a wood-based breath weapon.  Industrious player captures it and uses it to generate unlimited supplies of wood (similar to GCS-based silk farm).  Elves then declare war due to massive amounts of wood in stockpiles.

May not actually be a bug.  Hilarious in any case.
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