Woosh I avoided the Footkerchief answering tyraid.
Whoa, I missed a lot. Thanks!
What basic concepts are you thinking of for constructs? Will we see beasts with weapons grafted into/replacing limbs are just mish-mashes of creature parts
I ask this because if the RNG is allowed enough room with this, I foresee many humorous(or fearsome) foes. "it has -iron maces-" for feet." "A humanoid with the pincers of a Giant Desert Scorpion."
I haven't done custom bodies yet because although I've had a custom body framework in for about as long as we've had bodies, that framework has never been tested so won't work without a lot of help. We were planning on doing those things (using the light red N), but if we get to it we were thinking of limiting it to otherly-sized body parts, sutures and grafted-on weapons, which is all do-able without going to full custom bodies.
Do children of were-creatures inherit the curse? How about similar curses?
It's the kind of thing that would need special work, and it hasn't been mentioned, so probably not.
Will we be able to embark on necromancer towers? And if so, will they be visible on embark, or hidden, like caves?
Currently no, probably later:
With this... would it be possible to easily add an init option or worldgen parameter to re-enable dwarves embarking on top of other people's sites? I'm curious whether this would make the game respond 'properly' now if dwarves try to embark on a dark fortress or somesuch, making for something interesting.
Actually, would it be possible to allow the dwarves to embark on 'hostile' sites in general in the main game, as long as there's no friendly population there? It seems like "deal with the undead, then settle in their tower" could be a fun (and challenging) way to start a fortress.
Adding an init option wouldn't make the game respond any better than it was when it was broken, so I think I'm misunderstanding something. There's something fundamentally silly about allowing those embarks, but I don't have a problem with the init option in principle. But it takes time to make sure that everybody is properly hostile in that artificial environment, so I haven't been eager to fix it up. That said, we've been toying with the idea of allowing some embarks on thoroughly bad places. We'll see what happens.
Also, will there be any more bug-fixing releases before this night creature release?
Nope. Toady never does midstream releases.
Toady right now you really want to take away the ability for anything to really end the world and I can see why. Afterall many of these creatures can destroy the world and no one can do anything about it. Do you think in the future you would allow such "world ending" conditions to exist but give the civilisations, heros, and benevolent creatures the consciousness and means to actually combat it? For example Vampires who do transform with every bite, but the amount of generated heat would cause different levels of vampire clensing within a city
You probably remember this, but
just for everyone's context:Toady with the mythos/plot generator, will it be possible for it to set up Armagedon scenarios or at least situations where the mass destruction of the world is possible? Both in World Generation and when the player is involved (afterall the world ending during World Gen would be boring outside of the planes arc).
-I am mostly reminded of one person's failed attept to break into the HFS. His fortress was destroyed and the demons that poured out and proceeded to destroy much of the world due to the sheer number of powerful beings.
Originally, we had a few broad arcs for a world's life. There were the fading out ones (which is most like the current system, just because nothing comes back), the marches toward apocalypse, the cyclic ones, and the sort of "gothic" style where there's an established order and you just sort of cower against it on the bottom rung. That kind of division is no longer in the cards really, but the notion of having powerful forces and established metaphysical facts like a predestined ending to the world are all still floating around. I guess it would be amusing if the world ended during world gen -- it would just be a reject, he he he. In terms of the demons and all that, once the pre-siege individuals are thinking about things, both anything you've released and the mega beasts and so on will begin to be more than just random attack events, which should be cool.
toady, do you have a timeline to overhauling the weapons(and items in general) to be multi-material(studding/difference between blade and handle)? is this something that will come during the caravan arc(i remembered some kind of combat overhaul being on the dev-list for one of the releases)? and do you have any plans already to how ornaments will impact combat(eg. will a steel-sword with silver-images on the blade be worse than a silver-sword against a weak-to-silver-Ñ?)?
do we have to wait for the personality-rewrite for nightcreatures to spread false rumours about their weaknesses or will something like this come earlier/later?
As usual, there's no specific timeline for features that aren't explicitly listed on the
release schedule.