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Author Topic: Future of the Fortress  (Read 1205644 times)

Areyar

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Re: Future of the Fortress
« Reply #3420 on: December 17, 2011, 05:14:09 pm »

Quote
. . . It now keeps track of all the former positions of historical figures by start/end year . . .
Does this mean that items in an abandoned/killed fortress don't wander around the site when reclaimed or visited?
Even if it is just the corpses that keep their stuff/don't move around, that would be cool.
I think you are misunderstanding what Toady said there. He's talking about positions of people, not of items during play (and I'm not fully certain, but he might be talking entity positions rather than location - though the game already tracks the former, he might make it more clear in legends mode or something).

Yeah, I'm pretty sure it's entity positions and not "Lived in Fishtown" per se.
He did also write he fixed a problem with adventurer equipment in the dungeons. . . I can't think of another problem besides it wandering away from dead adventurers on its own.
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Neonivek

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Re: Future of the Fortress
« Reply #3421 on: December 17, 2011, 05:30:16 pm »


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Kinda makes me wish accidental death was actually put into legends mode.
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Knight Otu

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Re: Future of the Fortress
« Reply #3422 on: December 17, 2011, 05:37:21 pm »

He did also write he fixed a problem with adventurer equipment in the dungeons. . . I can't think of another problem besides it wandering away from dead adventurers on its own.
From the top of my head - The generated equipment might not respect the adventurer's skills. The quality might not reflect the adventurer's skill level as it does with living adventurers. The equipment might be generated from a wrong entity definition (potentially according to local culture rather than home culture if adventurer traveled there from elsewhere). The armor and clothing might be generated at the wrong size. Then there might be problems we might not quite perceive as problems, such as not reflecting the adventurer's history properly (such as wolf bone crafts for an adventurer who slew tons of wolves before being gutted by a sewer kobold).
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Rockphed

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Re: Future of the Fortress
« Reply #3423 on: December 17, 2011, 08:35:57 pm »

such as wolf bone crafts for an adventurer who slew tons of wolves before being gutted by a sewer kobold.

That was always my favorite part of resuming a retired adventurer.  They always had a boat load of crafts from all their previous kills.
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monk12

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Re: Future of the Fortress
« Reply #3424 on: December 17, 2011, 11:43:45 pm »

RE: Devlog

Alright, Toady just called for mid-January release, which pushes my personal prediction to mid-February :P

Neonivek

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Re: Future of the Fortress
« Reply #3425 on: December 17, 2011, 11:49:45 pm »

Take your time Toady!

If it takes a bit longer us sane people will understand :D
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Kogut

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Re: Future of the Fortress
« Reply #3426 on: December 18, 2011, 01:12:54 am »

As optimization is coming, after fixing new bugs and before fixing old bugs - I may wait till February 2013.
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MagmaMcFry

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Re: Future of the Fortress
« Reply #3427 on: December 18, 2011, 07:35:11 am »

As optimization is coming, after fixing new bugs and before fixing old bugs - I may wait till February 2013.
Not unless Toady finds a way to optimize optimization.
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YetAnotherStupidDorf

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Re: Future of the Fortress
« Reply #3428 on: December 18, 2011, 09:06:36 am »

So, first april then. It would be fine tradition, major release on this particular date. :D
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Zahariel

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Re: Future of the Fortress
« Reply #3429 on: December 19, 2011, 12:13:20 pm »

Is there anything that (has been|will be) done about whips, lashes, and scourges? It's still a little ridiculous that my full-adamantine-plate-champions have to cower in terror from a common goblin lasher because he has a lightsaber.
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YetAnotherStupidDorf

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Re: Future of the Fortress
« Reply #3430 on: December 19, 2011, 04:48:02 pm »

Is there anything that (has been|will be) done about whips, lashes, and scourges?
AFAIK nothing and probably nothing will be done with it any time soon. If you get lucky, maybe it will be taken care of in some bugfix round after this major release. If not, well, you can wait year or two, right?
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MrWiggles

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Re: Future of the Fortress
« Reply #3431 on: December 19, 2011, 04:53:01 pm »

Is there anything that (has been|will be) done about whips, lashes, and scourges? It's still a little ridiculous that my full-adamantine-plate-champions have to cower in terror from a common goblin lasher because he has a lightsaber.
We might see some combat fixes to the raw numbers when we goes in for the more combat stuff in Release 8. With the combat move/speed split. But nothing for this release.
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SirPenguin

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Re: Future of the Fortress
« Reply #3432 on: December 19, 2011, 09:18:50 pm »

As optimization is coming, after fixing new bugs and before fixing old bugs - I may wait till February 2013.
Not unless Toady finds a way to optimize optimization.
Multithread the optimization code, then run it through a profiler and WinRAR it (double compression) a few times. Guaranteed to squeak out a solid 10 FPS gain
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Mel_Vixen

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Re: Future of the Fortress
« Reply #3433 on: December 19, 2011, 10:19:27 pm »

Toady after reading the latest devlog entry i was wondering if only the blood of intelligent creatures work or if you could suck out a bunny or a boar. Secondly i wonder what would happen if you suck the blood of a creature that has an interaction linked to its blood?
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Willfor

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Re: Future of the Fortress
« Reply #3434 on: December 19, 2011, 10:48:05 pm »

Will drinking someone's blood instantly declare you hostile toward their civilization, or do they have to catch you in the act for it to be flagged? I'm pretty much assuming that it's an instantly hostile thing, and planning to pick an adventuring place that is nestled between two human civilizations: I use one as a source of blood coming only at night to feed, and I use the other as my friendly place of business. I just have to make sure not to get my towns mixed up...
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