Do you plan on enabling wedding in adventurer mode?
It's not a short term goal, but we'd like to add that sort of thing, yeah. I believe I threatened a random poetry generator at some point.
As I believe one of the goals you have mentioned was multi-tile/z-level trees, what is the chance that such trees could be major geographical features, such as (elven?) sites, or even entire biomes, if you go with Pryan's mountain-high trees?
I doubt they'd be super super big at first -- probably limited to 48x48 tiles in their total expanse including the crown just because of how the map loader works. I'm all for getting into exotic biomes at some point though, and it would be cool to have giant trees or backs of world beasts and stuff.
Toady right now the game doesn't handle variety well. Both in variety in Civilisations and especially in variety in animals (Probably one of the major contributors to the collapse of the Arc project). Is there any plans/ideas to rectify this problem so Dwarf Fortress can handle expansive lists of creatures, races, and civilisation types in a way that is pleasing and functional?
I haven't tried to add a zillion stock creatures yet, though even with the stock creatures the stockpile lists are clunky, and I don't know what issues come up with having lots of civ types, so I'm not really sure what needs to be done.
When can we expect to get wilderness populations to regenerate? I want to attempt to a fortress heavily based on hunting but one eventually runs out of game.
It's part of the hunting section up on the dev page. I imagine we'll get to that before too long, but we didn't want to sink time into tracking for this release.
When a justice system is put into the game, will the town's religion have impact on the justice? I could imagine a religion of love letting you off with a warning but a religion of chaos burying you waste deep in a murky pool so the rain would drown you.
It probably won't matter at first, but I imagine it'll come up, or that the religions will influence the civ ethics at least.
Are invasion forces now drawn from the invading nation's entity populations, or are they still spawned ex nihilo? Assuming the later, how soon is this expected to be rectified?
The villages don't maintain their populations yet once world generation is over, so I haven't been drawing from them yet. I don't have a timeline for it. A quick breeding algorithm can be tossed in and computed yearly or something, but I might wait for site resources.
Now that 31.x has been out awhile, what should we call this new version level?
I've just been calling it 0.31.x in text or "31 x"/"the 31 x series of releases" when speaking. I know that's confusing with references to 40d, but the random animals and stuff are just as confusing to me (Tiger before Leopard but after Panther, Vista before 7 but after XP, and so on). The 40d thing is unfortunate, but we'll just have to work toward getting the main version number up to 41, he he he.
Will there be a reputation system put in?
Yeah, the next release will have something like this. There has been one for years, but it is clunky.
Hey Toady, are you planning on removing the superhuman attributes for adventurers any time soon? Since we're going to have some less fearsome opponents in the near future, it would be cool if they were still a challenge.
The attributes depend on the skills you pick, and we want people to be able to play heroes if they want, especially while there is little opportunity to become more talented over long periods of time. It'll probably stay the same until there's more to do, but yeah, we're working toward making that feasible. You might still want your attributes when you get caught outside for the time being, he he he.
Will randomisation tags make it into the Raws with next version? Half-random nasties would actually be neat.
The forgotten beast-style stuff is still hard-coded. It's a large project to get them out, and I still don't know how I'm going to do it.
There have been suggestions for a CE_HALLUCINATIONS syndrome effect that sporadically causes dwarves to be interrupted by nonexistant creatures. Is this going to happen at some point, and if so, will this be used by phantom spiders, which currently lack venom?
I mentioned hallucinations before and talked about them a bit (don't remember where), but I don't have particular plans. Dunno what's going to happen to phantom spiders either. It'll probably be something new, anyway.
Also could we get non-monstrous stuff to create Monsters like this? It would be fitting around spherical lands where people can get "lost".
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I was thinking more along the lines of curses onto a specific spot (say from a witch which was burned out of superstition) that turns a entire village in Nightcreaturish things or certain certain circumstances in a spherical land turning you into one - say Rorec McHuman tuning into a Bear after eating the wrong fruit/animal.
The doors are opening for this kind of thing now. Once I get syndromes or however the particular critters work to effect transformations, then more will be possible, and things like syndromey food and drink will take it further once that's possible. Depending on the night creatures I do, we'll have the effects for this release or not -- the current transformations didn't use them, though they set part of the framework for them.
Toady, this is important to know: You said that the transformed creature no longer cares about their former lives, and ignore previous familiar relationships. Does the still human spouse care? They better...
I'm thinking it would also be fantastic if people had different ways of mourning the loss of a loved one to transformation, and how that would effect the quests you'd be given. Some would want their transformed spouse killed (That's not my husband, that's the thing that killed my husband. Kill it for me!") while some might be unable to let go and long to be reunited, probably to the point of getting killed, while others might insist on setting you on a quest to find some cure (that probably won't actually work)...
Toady, is it planned for it to be possible for Nightcreatures to sometimes retain a connection to their original lives beyond just history trivia? Perhaps enough to allow conversation, perhaps just enough to bias its actions regarding people or civilizations it used to know?
They care as much as people that have lost a child to a kidnapper... not at all, really. I still have to do the conversations, and there aren't really many independent actors now and they still don't think about much. I haven't gotten to villains yet. I'm all for different kinds of memory retention etc., but it'll still be a bit before we get there. Like site resources, having independent actors is one of those things that we've been waiting for for a long time, but I feel like we are closer to both of those now, anyway.
Are Night-creatures influenced by spherical places? Like a dusk-ogres that happens to be in a fertility sphere being more lusty and fertile?
Places like that still don't exist. Part of the creature randomization idea is to base them on the character of the land though, if they are associated to it, but it's still just good/evil at this point.