Regarding tools, they are currently not native to Dwarf mode, probably only appearing there with custom reactions. Do you think that the pick and similar things (shovels, felling axes, two-man saws...) will move over to the tool format with a tag to make them applicable for dwarf mode to allow some tool use there without it becoming overwhelming?
Yeah, it's quite possible the picks will move over to the tool format, though I'm also considering the item format in general. It should respect more dual-use stuff, and the strict item types of weapon and tool and a few others might re-disappear over time with a more versatile format (for instance, expanding the "use" idea to break weapons into several groups that would interface nicely with formations etc., and then give some weapons tool style uses as well).
Did i get that right (since the question came up on the forum) That creature lairs behave as "Player created side" and stuff in there does in fact not scatter around?
They are even stronger than player forts in that respect -- in order to maintain a bit of gore for the time being, items are not moved or rotted inside the lairs, and there's a special flag for it. In that sense, they are good places to store things and sleep (up to interference by whatever bugs).
Will trading a material to a civ give them limited access to that material in the same manner that it currently does for the player? For example, Vanilla Elves don't use metal. If I traded away large amounts of coke and steel bars to the elves, would they later show up with low quality steel equipment made from those bars? Similarly, will resource deposits become more important in worldgen, for example humans fighting elves to gain a tin deposit (once tin is properly rare again)?
What they do with traded materials or whether they trade for them in the first place in world gen will likely depending on the professions given to them in their entity defs. Resource deposits and redistribution to localized areas are going to be key, and struggles over resources are one of the main reasons the caravan stuff is going in before the next push on army stuff. So it's quite possible that elves simply won't trade for steel, unless they can think ahead far enough to trade it to the humans or other dwarves, which may or may not be in the cards depending on how well things go -- once they see that they should accept steel in some circumstances, the rest would happen naturally, but the bump to get over is their valuation of steel during the initial trade, since it'll have to account for transport cost/storage/likelihood/value of the future trade. That's probably easier during dwarf mode rather than world gen, just because there is more time to crunch fewer numbers. Since humans don't have a restriction on making things from steel if they've got the bars at this point, that is more straightforward -- if you trade steel bars to humans, as things are currently planned, they will return with steel weapons in the event of an attack (provided the armies draw equipment from stockpiles next time, which I addressed around the last post I think).
Will this be possible in future versions?
Quote from: Chatlog
A Zombie Goast: But really
A Zombie Goast: If the Dwarf grows attached to a weapon
A Zombie Goast: Or piece of armor
A Zombie Goast: And the Dwarf dies
A Zombie Goast: That thing should become haunted
A Zombie Goast: Or whatever they call it when an object has a ghost
Given that bodies and souls are now separate, I'd say that this kind of thing is an eventual goal.
Yeah, the idea of the soul separation was to prepare for this sort of thing. Of course there's no timeline.
Any plans for adventurers being able to contract specific armour/weapons with specific improvements in the next development arc?
Not for the next release. It's more likely when we add the ability to do it in dwarf mode, which is on the dev page, or when we do adventurer entities and disguise/identity, which are also up there. Either one might lead to this natural progression.
Is there a Month of Bugfixes planned?
The current idea is caravan release, patch release(s), series of general bug fix releases, army stuff. The plans are subject to change, but I think that applies more to the last part than the others (looking forward to armies, but you never know). So, yeah. If not a month, then a significant chunk of time beyond what happened between 0.31.17 and 0.31.18 or within 0.31.17 in terms of bug fixing.
Is three any chance of restoring compatibility with older Windows versions?
My recollection of the situation back when it arose is that compatibility with versions before XP SP3 was removed by MS with MSVC 2010, through the tweaking of some funtion name or another in a DLL. I can't find mention of a workaround now, though something might exist. I vaguely remember a similar situation where a workaround came up but it didn't work out as simply as advertised... I don't remember if it was this one though. In any case, I'm currently unaware of how to fix it. It's not feasible to go back to the old compiler at this point.
When will there be a raws tag for bodyparts that should be able to be levered or popped out, e.g. eyeballs?
I don't have a timeline. It's a reasonable thing though. The current popping out methods are too linked to disembowelment and death to be used.
What are your plans for integrating retired adventurers into Fortress mode, e.g. by having them lead founding parties?
This was up on the old dev pages if I remember and might come up during the fortress start scenarios. It's quite possible you'll be attacked by old adventurers before you can use them to found fortresses.
Will Companion Acquiring be streamlined anytime soon? With the new version, it seems much easier to haul around 20 companions but it's kind of a nuisance to go door to door looking for soldiers and having to repeat the same conversation 20 times whenever you need to stock up again
There are some possibilities for getting large amounts of "companions" all at once when we get to the army stuff (or when you can rabblerouse a bunch of drunks in a tavern or something), but as for real buddy style companions, I'm not sure I ever want to speed it up. I'd rather increase their survivability in general or stop them from foolishly traveling with you if they die all the time.
also, are the delay's between shot's supposed to simulate reloading, and if so will there be a option to not reload automatically afer each shot, like a combat preference?
Yeah, that's what the delay is for, and I'd prefer to have it actually track the loading/ready state of the weapon and let you decide where you want to be there, yeah. The reaction moment/combat-move speed split stuff points in that direction, but I'm not sure when it'll happen.
To better emulate vomiting from a finite stomach, how about if vomiting increased the creature's hunger meter; the creature will retch instead of vomiting if the hunger meter is above some value.
Right now it uses your fullness counter, which is related to when you last ate, as well as an auxiliary counter that is supposed to simulate fluids or something. Ideally this will take care of itself when we have things like swallowing items and nutritional stuff leading to partially eaten food contents and so on, but I have no idea.
When livestock are incorporated, will we be able to train war and hunting animal's. also will there only be farm animals or will we be able to purchase dog's and cat's?
Currently, horses and mules are more likely than cats and dogs are more likely than random war beasts are more likely than being able to train animals. Being able to train animals almost certainly won't be in the next release. The element of uncertainty comes in with simulating all those random war animals the generals constantly train in world gen, etc. -- those are going to be simulated by the numbers now and presumably they'll exist on sites now. Whether that means they'll be on the market or just part of armies or a lord's personal menagerie is up for grabs.
Toady, do you have plans to give more information in the sites and populations export?
things like location?
Those files are in limbo now that the (partial) XML dump exists. I don't know if they should be continued at all or what. The restriction is that they need to have the most important information in a more human-friendly format, where the XML is giant and can be used by utilities.
Will attributes like social awareness, empathy or linguistic sense have any influence on how successful meat shield hiring attemps or quest requests are? Will we see social skills for adventure mode soon?
I think there's a reference to social awareness and the leadership skill when calculating the maximum number of followers, but I wasn't going to mess with the details of the conversation engine until we get to the personality/emotions rewrite, which was a precursor to job priorities and more NPC AI. So "soon", probably not, but it could end up as part of the army stuff, where I'll need some more decision making.
Toady eventually will the NPCs start to notice that anyone who rides with you essentially meets and untimely end and thus refuse your recruitment on the basis that you are probably more deadly then all the Megabeasts, Demons, and Goblins combined and actually tell you that is the reason? At that point how would you recover your reputation if possible?
He he he, yeah, I guess I alluded to that above. I think it is reasonable for people to judge you to be certain death based on your track record, and it seems like a difficult place to come back from. You might have to invest more equipment and money in the matter until you show that you are capable of success at a lesser cost of life, or you might have to move. There's certainly going to be a more multi-faceted approach to reputation beyond "hero/criminal/member" as we move forward. It should be that you can still get desperate or foolish people to travel with you even if you have a fairly bad reputation for companion survivability, assuming they have some other reason to come along than dying.
Will it ever be possible for nobles to give your adventurer quests that involve raiding/sieging goblins/warring entities? Would that ever affect the world (ie they appear in Legends as sieges, winning results in the target location to be owned by your parent civilization, etc)? If so, how long do you think this would take to implement.
Yeah, all of that will come up in the first army release. Probably on the time scale of the 0.31.17 release to get a lot of interesting stuff going on, but we know how good I am with release date estimation. Whether it ends up satisfying is another matter, since strategy game AI has high standards among discerning players, but I can guarantee adventurer involvement and world changes, if not good decision making, he he he. Fort mode involvement is going to rely on the surrounding populations getting you up to usable numbers as well as some pains with shifting focus from the fort to the battlefield and back, so that might be a further release down the line or in the first release with a bit more of a release delay, depending on how everything is going then. We're really looking forward to get everything out there and moving around, first with the caravans and then with the armies, beasts and bandits.
So whats the deal with the military tactics skill...you have plans for that? is it already a working skill that affects things or just something thats there for late?
It has influence on world gen, but that's it. I'm not sure if the existence of the skill is a permanent state of affairs, and it'll be hard to say until we have the formations and the multi-tile armies moving around on the travel map and so on. The better the AI gets, the worse I can screw it up due to lack of skill, so there's hope, anyway.
So now that the Dev Log is a more general thing and not a single-contributor thingy, might others (Baughn, for example) also end up with the ability to post there?
I dunno. It's a new change. I expect anyone might be possible, but I haven't spoken with anybody.
10 Barnards Star -> sell luxury goods -> Buy Robots -> travel to Sol -> check bulletin board - > sell robots -> buy luxury goods -> travel to Barnards Star
20 GOTO 10
Are we to expect such depth of gameplay early in the Caravan Arc?
I don't know what the bulletin board does. There's that dev page thing about inquiring regarding supply/demand situations, which is probably going to have some partial implementation in this release. Other than that, you'll be able to move stuff around and make ends meet, first release, though there still aren't a lot of ends. And yeah, the situation might end up complicated and a bit untidy for you.