Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 105 106 [107] 108 109 ... 342

Author Topic: Future of the Fortress: The Development Page  (Read 1611253 times)

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1590 on: October 31, 2010, 08:35:05 am »

Toady the holyday ("Sawen" iirc was keltic/germanic in Origin) haloween is based on is this year on the 6th of the next month so you could release the game on this day. Interesting enough it was a day of the walking dead and people used to wear masks to avoid being snatched/murdered/eaten.

edit: Accoring to wikipedia name and purpose of the holyday are controversal.
« Last Edit: October 31, 2010, 08:38:45 am by Heph »
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

Ethicalfive

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1591 on: October 31, 2010, 09:49:04 am »

Wow, those are some amazing sounding updates there, I can't wait to get my teeth into adventure mode, maybe with this comming release I can finally convert my sister from the clutches of the stagnant ADOM.

Your persistance and hard work is a real inspiration Toady, may your enthusiasm never wane.
Logged
Urist McMiner Unearths a strange pad. He trembles as he inspects it's time saving features. Knowing no 1 dwarf must posess this power, he quietly drops it into the nearest chasm and never speaks of it again.DwarfPad

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1592 on: October 31, 2010, 11:34:43 am »

Quote from: devlog
After that, I cleaned up the wrestling interface a bit

That whole devlog entry looks great, but this is the real gem.
Logged

Rip0k

  • Bay Watcher
  • R.I.P.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1593 on: October 31, 2010, 11:36:56 am »

....are the shops coming back?
Logged
Rip0k cancels chillin, struck down by water pipe shot!

Austinthecat

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1594 on: October 31, 2010, 11:40:39 am »

Now I'm really looking forward to trying the new adventure mode stuff out. Can't wait for the next release.

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1595 on: October 31, 2010, 11:42:31 am »

@Rip0k, I think shops have been back in for a while now.
Logged
*Hugs*

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1596 on: October 31, 2010, 12:10:32 pm »

Oh my, the new adventurer mode additions look so beautiful. Really looking forward to it. Absolutely loved the castles.
« Last Edit: October 31, 2010, 12:15:11 pm by Dakk »
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1597 on: October 31, 2010, 12:55:30 pm »

@Rip0k, I think shops have been back in for a while now.
Not for a single version though :). So I hope they make it back.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1598 on: October 31, 2010, 12:58:09 pm »

What I intended to say was that I believe Toady has already reimplimented them into the next release.
Logged
*Hugs*

tfaal

  • Bay Watcher
  • 'Ello, 'ello!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1599 on: October 31, 2010, 01:14:45 pm »

Yeah, he added them to the upcoming release on November 10th.

I notice the dev page hasn't been updated to reflect the upcoming changes of the next release. Isn't that what "Done, Next Release" is for?
Logged
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.

The Merchant Of Menace

  • Bay Watcher
  • Work work.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1600 on: October 31, 2010, 01:21:12 pm »

I had also noticed this. It doesn't seem to have been updated since .12 was released
Logged
*Hugs*

Dakk

  • Bay Watcher
  • BLARAGLGLGL!
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1601 on: October 31, 2010, 02:22:54 pm »

I think toady said once a bit after the last release that he was changing the way he dealt with the dev page since it was taking too much of his time and effort to keep it updated.
Logged
Code: [Select]
    ︠     ︡
 ノ          ﺍ
ლ(ಠ益ಠლ)  ┻━┻

Table flipping, singed style.

Knight Otu

  • Bay Watcher
  • ☺4[
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1602 on: October 31, 2010, 03:02:24 pm »

It may simply be that the additions since then weren't complete enough to mark as resolved on the dev page. 13 was the entity populations, which are marked, 14 was the sprawl options, 15 and 16 were strongly bugfix releases. 17 will provide basic night creatures with a bit of the Torment the Living section, but not that much; Castles that were mentioned as one of the non-town sites, but more work remains there as well; and now bandits as mentioned in the first portion of the Villains section. The bandits do seem to be complete enough to green that portion, but otherwise, I don't think there's much call to update the page.
Logged
Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

Miko19

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1603 on: October 31, 2010, 04:55:36 pm »

Holy fucking shit new update O_O
Now, finally adventure mode is less for masochists, more for crazy people! (Whom are all DF players, obviously)
Logged

Rip0k

  • Bay Watcher
  • R.I.P.
    • View Profile
Re: Future of the Fortress: The Development Page
« Reply #1604 on: October 31, 2010, 05:55:22 pm »

It may simply be that the additions since then weren't complete enough to mark as resolved on the dev page. 13 was the entity populations, which are marked, 14 was the sprawl options, 15 and 16 were strongly bugfix releases. 17 will provide basic night creatures with a bit of the Torment the Living section, but not that much; Castles that were mentioned as one of the non-town sites, but more work remains there as well; and now bandits as mentioned in the first portion of the Villains section. The bandits do seem to be complete enough to green that portion, but otherwise, I don't think there's much call to update the page.

yet still it's gonna be epic.
Logged
Rip0k cancels chillin, struck down by water pipe shot!
Pages: 1 ... 105 106 [107] 108 109 ... 342