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Author Topic: Dwarf Fortress meets The Outer Wilds? "Ultima Ratio Regum", v0.10.1 out Feb 2023  (Read 633094 times)

Smashness

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #870 on: September 09, 2012, 08:42:36 pm »

Hey, just wondering, do human civilizations and eras really even exist yet?
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WraithLord24

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #871 on: September 09, 2012, 08:56:33 pm »

Hey, just wondering, do human civilizations and eras really even exist yet?
Nope not yet at least yet.
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #872 on: September 11, 2012, 07:16:06 am »

Hey, just wondering, do human civilizations and eras really even exist yet?
Nope not yet at least yet.

The downloads page lists everything in place; history and civilizations will start to appear in 1.0.x around the beginning of next year :).
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Smashness

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #873 on: September 11, 2012, 12:20:55 pm »

Hey, just wondering, do human civilizations and eras really even exist yet?
Nope not yet at least yet.

The downloads page lists everything in place; history and civilizations will start to appear in 1.0.x around the beginning of next year :).
That is, if the world doesn't END.
*dun dun duuuuuuuuuuuuuunnnnnn*
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Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #874 on: September 11, 2012, 12:29:10 pm »

The world won't end in 2012, that's just when world gen stops and some hero is going to start adventuring around the world.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

WraithLord24

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #875 on: September 11, 2012, 03:43:37 pm »

life is, in a word, death.
I've always liked that quote but I cant remember for the life of me who said that.
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Mephansteras

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #876 on: September 11, 2012, 03:57:23 pm »

life is, in a word, death.
I've always liked that quote but I cant remember for the life of me who said that.

Some random NPC in Dwarf Fortress, I think.
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Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
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Techhead

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #877 on: September 11, 2012, 04:36:23 pm »

life is, in a word, death.
I've always liked that quote but I cant remember for the life of me who said that.

Some random NPC in Dwarf Fortress, I think.
Linkage
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It's like you're all trying to outdo each other in sheer useless pedantry.

Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #878 on: September 12, 2012, 05:14:32 pm »

The world won't end in 2012, that's just when world gen stops and some hero is going to start adventuring around the world.

True story. OR IS IT?! Mini-update: enjoyed a day of adding awesome but pointless feature-bloat today. I think everyone will really like it, but I'm not going to say what it is pre-0.2.0. In the mean time, this coming Monday's blog will still be on all the skill trees. I've also finally separated world generation and character generation!
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #879 on: September 17, 2012, 06:48:23 pm »

Four skill trees! I've taken (I hope) the advice on-board, and there have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. Feedback would be awesome:



http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/

EDIT: updated skill tree graphics.
« Last Edit: September 17, 2012, 07:05:13 pm by Ultima Ratio Regum »
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Smashness

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #880 on: September 17, 2012, 06:59:39 pm »

Four skill trees! I've taken (I hope) the advice on-board, and there have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. Feedback would be awesome:



http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/
This looks really awesome. Aaaah, when's the next version coming out?
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #881 on: September 17, 2012, 07:00:41 pm »

Four skill trees! I've taken (I hope) the advice on-board, and there have been some changes to some of the trees - I think each of the four directions now offer interesting decisions in themselves, though I am still undecided about how special attack requirements work out. Feedback would be awesome:

http://www.ultimaratioregum.co.uk/game/2012/09/18/medieval-skill-trees-13/
This looks really awesome. Aaaah, when's the next version coming out?

If we're lucky, October; if we're realistic, November :).
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Nighthawk

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #882 on: September 17, 2012, 08:22:32 pm »

Skill trees look balanced and make sense, what with the knockback bonus for heavy weapons and the dismounting bonus for long weapons. But I'm wondering - will all weapons basically start out the same and only differ where the tree differs, or will certain weapon types have higher/lower stats, like, maces have higher damage but lower accuracy.

Also, I'm wondering how character stat progression is going to work. Will it be procedural and go up as you use the skills (like DF) or will you be raising whatever stats you deem fit once you gain enough points?
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racnor

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #883 on: September 17, 2012, 10:25:21 pm »

This seems interesting. I ran around, stabbed a cyclops to death, picked up a tempered steel stiletto, and crashed the game by attacking another cyclops.

Errorlog is here
Spoiler (click to show/hide)
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Ultima Ratio Regum

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Re: Ultima Ratio Regum - a 'strategy roguelike' (v 0.1.0 finally released)
« Reply #884 on: September 18, 2012, 07:58:14 am »

Skill trees look balanced and make sense, what with the knockback bonus for heavy weapons and the dismounting bonus for long weapons. But I'm wondering - will all weapons basically start out the same and only differ where the tree differs, or will certain weapon types have higher/lower stats, like, maces have higher damage but lower accuracy.

Also, I'm wondering how character stat progression is going to work. Will it be procedural and go up as you use the skills (like DF) or will you be raising whatever stats you deem fit once you gain enough points?

Cool - no, each class of weapon has a different emphasis (or rather, will come 0.2.0) and each weapon in a class (e.g. swords/scimitars for slashing weapons) will be slightly different too. I know how slashing/heavy/long weapons will work, and I'm just working on balancing out short weapons atm. The progression was of that form previously, but now you will collect XP from various things and you can then invest them wherever you want.

NO! luck shall not play a part! you shall, I pay you to be utterly overworked and underslept!

I don't pay you money, but I do pay you respect!

:P

Haha; I am already overworked (though I try not to become underslept) but November is likely. I should have most of the skills stuff done by the end of this month, though... if we're lucky.

This seems interesting. I ran around, stabbed a cyclops to death, picked up a tempered steel stiletto, and crashed the game by attacking another cyclops.

Errorlog is here
Spoiler (click to show/hide)

Thanks - interesting, I'll check that one out!
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