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Poll

What would you most like to see next from LFR?

More tech tree!
- 36 (26.1%)
More ritual tree!
- 8 (5.8%)
More lore!
- 12 (8.7%)
More mythical weapons/armor!
- 22 (15.9%)
Plagues!
- 28 (20.3%)
More secrets!
- 21 (15.2%)
More mechanical constructs!
- 11 (8%)

Total Members Voted: 137


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Author Topic: *=*=* Legends of Forlorn Realms (LFR 2012) v0.21a *=*=* [DF 0.34.11]  (Read 405994 times)

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2880 on: November 24, 2012, 04:58:50 am »

Mm, the whole archeology thing is fun and profitable. And yes, there is still issue of priceless vanguard artifacts and precious vanguard artifacts colonizing stockpiles without option to turn it off in stockpile settings.

Ectoplasmic residue is apparently a cut-able gem, too. Not sure if this is intentional.

Narhiril, Shedim sieges are really, really common. By year 5's end, I haven't seen voidwalkers at all beyond thieves, and the bog troll siege has just only begun, with a single warband of prodders.

Also, humans have fields of bluebells and mousebulbs in adventurer. Just wondering if that is intentional.

Shedim devoured corpses stand around as melted undead for a while after leaking a gas. Is there no way to make them disappear immediately?

Guess I should be giving the newest LFR a try soon. Been clinging onto my old fort for too long.
« Last Edit: November 24, 2012, 05:03:25 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2881 on: November 24, 2012, 03:28:32 pm »

Mm, the whole archeology thing is fun and profitable. And yes, there is still issue of priceless vanguard artifacts and precious vanguard artifacts colonizing stockpiles without option to turn it off in stockpile settings.

I know what's causing this and I am working on a fix for it, which will probably be out either tomorrow or Monday.

Ectoplasmic residue is apparently a cut-able gem, too. Not sure if this is intentional.

Technically speaking, ectoplasmic residue is a stone.  All stones can now be cut like gems as of DF 0.34, so this is simply a byproduct of that change.


Narhiril, Shedim sieges are really, really common. By year 5's end, I haven't seen voidwalkers at all beyond thieves, and the bog troll siege has just only begun, with a single warband of prodders.

I'm not sure exactly how this works, as it seems to vary from world to world.  I'm guessing it's based on site populations for each neighboring race, but I have no evidence to back that up. 


Also, humans have fields of bluebells and mousebulbs in adventurer. Just wondering if that is intentional.

No problem here.  They're above-ground plants.


Shedim devoured corpses stand around as melted undead for a while after leaking a gas. Is there no way to make them disappear immediately?

This is another thing I'm devoting a lot of time this weekend to determining the cause of.  I'll get back to you guys when I have some conclusive progress.
« Last Edit: November 24, 2012, 04:05:17 pm by narhiril »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2882 on: November 24, 2012, 04:48:33 pm »


Shedim devoured corpses stand around as melted undead for a while after leaking a gas. Is there no way to make them disappear immediately?

This is another thing I'm devoting a lot of time this weekend to determining the cause of.  I'll get back to you guys when I have some conclusive progress.

Update: I have this fixed now.  Devoured corpses will now die immediately as intended, removing the corpse and giving buffs to nearby shedim.
« Last Edit: November 24, 2012, 04:50:54 pm by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2883 on: November 24, 2012, 09:02:10 pm »

Cool. Was always a tad annoyed to have these things pop up.

First world problems:  :'( Shedim don't eat each other's corpses, causes mountain of annoying corpses my dwarves leave behind in their sieges :'(

So, what's up for the next version, Narhiril?
« Last Edit: November 25, 2012, 07:00:24 am by Pan »
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19a *=*=* [DF 0.34.11]
« Reply #2884 on: November 25, 2012, 12:23:49 pm »


:'( Shedim don't eat each other's corpses


This was by design.  Although, now that you mention it, I'm having some ideas for a possible corpse-eater pet to help with cleanup.  I doubt that will be done for this revision, but possibly for the next one.

I'm still pushing to get this bugfix version out as soon as possible. 

Spoiler: 0.19b Changes (click to show/hide)

Of these, only the final change is still unfinished, but I'm hammering it out and trying to get it tested today.  Expect a new version tonight, or tomorrow at the very latest.  I'll keep you guys posted.

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2885 on: November 25, 2012, 02:38:21 pm »

Well, everything went better than expected.  New version is up!

As always, please report any concerns or issues you may find.

greycat

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2886 on: November 25, 2012, 07:25:16 pm »

Thanks, narhiril!  You're awesome. :)
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Hell, if nobody's suffocated because of it, it hardly counts as a bug! -- StLeibowitz

narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2887 on: November 26, 2012, 10:09:42 pm »

Thanks, narhiril!  You're awesome. :)

These posts make my day.  Seriously.  Thanks.

I've been playing a lot today (something I haven't had time for in a long time) and I'm realizing that the gap between tiers 2 and 3 of the tech tree isn't behaving as reliably as it used to due to the new experiment result system.

Consequently, I'm spending tonight tweaking some percentages to try to make examination of experiment results more reliable.  I had underestimated the amount of input required to keep the reaction running smoothly, and it's resulting in a lot more micromanagement and frustration than the old system.  I'm aiming to remedy that with the next patch.

I'm starting by sharply increasing the percentages of all tech advancement unlocks - some by a few points, some by an order of magnitude.  I'm also removing the distinctions between them - one advance will no longer be more common than others.  This worked fairly well on the "slab of accreditation" system, where it was perfectly reasonable to have one or two training workshops feed a documentation reaction indefinitely, but it isn't working so well with the advances being tied to experiments - which require actual reagents.  The evaluation reaction is catching up to the experiment progress, even when the experiments are given a substantial head start, causing the player to have to constantly monitor it to look for advances which are nowhere near as common as they should be.

In short, it's getting an overhaul this week.  Evaluation will more reliably unlock new advances, and the evaluation reaction will queue itself whenever reagents are available for it.  In addition, experiment results should not have quality levels - this was an oversight on my part that I am taking this opportunity to resolve as well.

Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2888 on: November 27, 2012, 04:07:32 am »

Thanks, narhiril!  You're awesome. :)

^

Hm, a rainbow diamond disappeared  :( I was saving it for the crystal growth tank...
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2889 on: November 27, 2012, 04:28:17 am »

Thanks, narhiril!  You're awesome. :)

^

Hm, a rainbow diamond disappeared  :( I was saving it for the crystal growth tank...

Moody dwarves seem to really like those.  I usually get the rest of the components together before I make the rainbow diamond, so I can use it immediately.  Alternatively, you could forbid it in your stocks menu.

While I'm playing with percentages, prayers for favor are getting a buff.  Symbols are produced twice as often as before, and also two at a time.
« Last Edit: November 27, 2012, 09:46:18 am by narhiril »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2890 on: November 27, 2012, 05:17:49 am »

Hah! Made my day.



Was looking through my artifacts to spot which fool used up my rainbow diamonds, and stumbled on someone's stash. Ogh, wasn't counting on that that to happen again... much less in Dwarf Fortress!

« Last Edit: November 27, 2012, 05:21:37 am by Pan »
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Pan

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2891 on: November 29, 2012, 09:28:49 am »

Sup, Narhiril?
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2892 on: November 29, 2012, 06:48:58 pm »

Sup, Narhiril?

I'll be out of town this weekend, but expect things to pick right back up next week.

I spent tonight overhauling the title page.  I got rid of the changelog (it's in its own file anyway) and screenshot sections, as they were either dated or unnecessary.
« Last Edit: November 29, 2012, 09:06:44 pm by narhiril »
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lukstra

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2893 on: December 02, 2012, 01:38:52 am »

Right now the reaction for constructing glass prisms of light produces an altar of shadows, a very minor problem, but just something that could be fixed.
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narhiril

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Re: *=*=* Legends of Forlorn Realms (LFR 2012) v0.19b *=*=* [DF 0.34.11]
« Reply #2894 on: December 02, 2012, 01:08:06 pm »

Right now the reaction for constructing glass prisms of light produces an altar of shadows, a very minor problem, but just something that could be fixed.

Derp.  My bad there, I'll have it fixed for the next release tomorrow or Tuesday.  This upcoming one shouldn't require a new world, either - just transplanting the modified files into your 0.19b save will update it.

0.19c will fix a few minor issues and typos, as well as tweaking some probability numbers to make alchemy evaluation and prayers for favor more reliable.

0.19d will introduce scarabs as another construct.  After that, we'll see if we can get the really FUN ritual units into play.  ;)
« Last Edit: December 02, 2012, 01:12:48 pm by narhiril »
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