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Author Topic: Future of the Fortress: The Development Page  (Read 1611118 times)

Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #1470 on: October 21, 2010, 07:25:16 pm »

The question would be how werewolves work in Df? Do they Shift by Moon-phase, on Will or on whatever event? Is Were-animalism a curse? What happens if there are many moons? How can were-animals feel cursish if they shift on will?

But yes i am also for fleshed out were-creatures.   
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tfaal

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Re: Future of the Fortress: The Development Page
« Reply #1471 on: October 21, 2010, 07:40:05 pm »

I think the most common conception of werewolves is that they transform on the full moon. I don't think we have to worry about multiple moons at the moment, since DF doesn't support that feature at the moment, and probably won't for a while. Cross that bridge when we come to it.
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I still think that the whole fortress should be flooded with magma the moment you try dividing by zero.
This could be a handy way of teaching preschool children mathematics.

Untelligent

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Re: Future of the Fortress: The Development Page
« Reply #1472 on: October 21, 2010, 07:40:09 pm »

It'd be cool if there were a random werething for each moon. Werehippos for the first moon, werecarp for the second moon, weremooses for the third moon, etc.
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Mel_Vixen

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Re: Future of the Fortress: The Development Page
« Reply #1473 on: October 21, 2010, 07:47:46 pm »

Reminds me to the game "Golden Sun" with the werewolf village :P . Anyway it would be awesome if we at some point get this "Creepy village with common dark secret" plot since its one of the basic horror plots.

It would be cool if some werewolves retain there humanity (not restricted to humans but by the lack of a better word i work with that) and build little cells, tie themselves down or go all hermit.

Aunt Edith: heph stop repeating yourself.
« Last Edit: October 21, 2010, 08:10:00 pm by Heph »
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Julius Clonkus

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Re: Future of the Fortress: The Development Page
« Reply #1474 on: October 21, 2010, 08:05:54 pm »

Reminds me to the game "Golden Sun" with the werewolf village :P . Anyway it would be awesome if we at some point get this "Creppy village with common dark secret" plot at some point since its one of the basic horror plots.
I'm secretly hoping that there will be cults built around a certain group of night creatures. I'll be sure to watch out for human towns worshipping amphibic night creatures if something like this will be implemented someday.

Shadow over Stetnindum, anyone?
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monk12

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Re: Future of the Fortress: The Development Page
« Reply #1475 on: October 21, 2010, 08:36:38 pm »

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Its beginning to look a lot like fishmen
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Rexfelum

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Re: Future of the Fortress: The Development Page
« Reply #1476 on: October 21, 2010, 10:06:47 pm »

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Nivim

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Re: Future of the Fortress: The Development Page
« Reply #1477 on: October 22, 2010, 01:27:38 am »

A smart minotaur would bathe occasionally to reduce its smell and make it harder to notice. Most predator monsters do this in one way or another. . .
  Indecision aid ↑. Very much like cats always lick themselves in reaction to liquid, since that liquid would naturally be blood splatter. Although I didn't think anyone had a sense of smell in DF yet, so the blood and gore will be fine.
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Rose

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Re: Future of the Fortress: The Development Page
« Reply #1478 on: October 22, 2010, 02:08:02 am »

the solution, of course, is to give creatures a sense of smell in DF.
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Cruxador

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Re: Future of the Fortress: The Development Page
« Reply #1479 on: October 22, 2010, 02:29:17 am »

the solution, of course, is to give creatures a sense of smell in DF.
That's discussed somewhere or other, I think in a DFtalk. The problem is that each individual smell would have to be modeled the same as miasma, which would get very processor intensive very fast.
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Osmosis Jones

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Re: Future of the Fortress: The Development Page
« Reply #1480 on: October 22, 2010, 02:37:40 am »

the solution, of course, is to give creatures a sense of smell in DF.

That solution stinks (ba-dum-tish ;) ). Seriously though, would be cool.

That's discussed somewhere or other, I think in a DFtalk. The problem is that each individual smell would have to be modeled the same as miasma, which would get very processor intensive very fast.


Toady said miasma was extremely cheap processor-wise though, so that probably wouldn't really be much of an issue unless you were facing lots of monsters (in which case I'd worry more about pathfinding). That said, wouldn't smell make more sense as basically a trail laid by a creature when it walks? You could even make the trail being wider (i.e. detectable from further away) as a function of both how recently the creature passed, and how offensive it's odour was (fresh washed elf versus booze, blood and vomit soaked dwarf).
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Rose

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Re: Future of the Fortress: The Development Page
« Reply #1481 on: October 22, 2010, 03:25:38 am »

(fresh washed elf versus booze, blood and vomit soaked dwarf).

Yeah, seriously, those damned elves stink!
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Knight Otu

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Re: Future of the Fortress: The Development Page
« Reply #1482 on: October 22, 2010, 06:57:33 am »

New (T)ravel maps! Not sure why, but I'm kind of getting an Ultima vibe from them. That should also help with actually finding where the buildings are in a town, which isn't always a given now.

Hey, aren't those Sun/Moon Position indicators new?
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Greiger

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Re: Future of the Fortress: The Development Page
« Reply #1483 on: October 22, 2010, 07:09:53 am »

Woo at the new travel map!


I like it.  I'll miss the cool effects that were in the old one (like the unexplored fog sometimes dissapearing  from mountaintops and such when you can see them clearly, even if your vision is blocked from seeing the lower altitudes.)  But it seems to me that it would be an improvement overall.

I'm guessing the yellow gem up top is a time indicator?  Will that give weather info as well or just time?  What about rivers?  With the lower level map will we have to go around them now if we don't have swimming skill or are able to fly, or will the adventurer still be able to teleport over an otherwise uncross-able torrent of water?
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freeformschooler

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Re: Future of the Fortress: The Development Page
« Reply #1484 on: October 22, 2010, 07:47:47 am »

Man, this release looks like it's gonna be great. I can't wait for the new travel maps and night creatures!

Will there be any sort of time abstraction in this release? It's not a necessity, given all the other cool stuff, but since being able to have a place to sleep at night was brought to the forefront, I was curious  :D
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