Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: Update features?  (Read 6536 times)

PhantomXD

  • Bay Watcher
  • Digging designation cancelled: warm stone located
    • View Profile
Update features?
« on: January 07, 2012, 03:42:34 am »

Ok so seeing posts on the home page about a major update soon I was wondering what the big features in the new update are.

So my question is what are the features are you most looking to ?
Logged
Ironhand's Graphics Set

Bottom line is, the wiki is your friend, and error is your teacher.

Zoomulator

  • Bay Watcher
    • View Profile
Re: Update features?
« Reply #1 on: January 07, 2012, 04:03:28 am »

New justice system!
Not really sure how it is exactly, but I don't mind more defined ways of sending your lil' peons down in the dungeon.

I just hope vampires are really uncommon. Not a big fan of vampires at all... They're just too damn cliche now days
Logged

Capntastic

  • Bay Watcher
  • Greetings, mortals!
    • View Profile
    • A review and literature weblog I never update
Re: Update features?
« Reply #2 on: January 07, 2012, 04:08:21 am »

Logged

MagmaMcFry

  • Bay Watcher
  • [EXISTS]
    • View Profile
Re: Update features?
« Reply #4 on: January 07, 2012, 01:53:01 pm »

/thread
Logged

cherbert

  • Bay Watcher
    • View Profile
Re: Update features?
« Reply #5 on: January 08, 2012, 08:55:42 am »

https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1

The thing I am finding confusing about all the many updates posted to the home page and also the above link is what is relevant to each mode?

How are cities relevant to Fortress Mode? I was under the impression you cannot ever leave the initial embark zone thus can never explore the rest of the world in Fortress mode - or am I wrong?

Lots and lots of cool features but as I said - no real clarity on what mode benefits from them.

Yes - I am very new to DF ;-)
Logged

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Update features?
« Reply #6 on: January 08, 2012, 09:34:22 am »

The new update largely focuses on expanding fortress mode and its interactions with the world - something adventure mode is more capable of taking advantage of :P

Cruxador

  • Bay Watcher
    • View Profile
Re: Update features?
« Reply #7 on: January 08, 2012, 03:02:55 pm »

https://docs.google.com/document/pub?id=1u8jibE1TV7BAwAI2b4TzRkWFlBboLiXMrVBhYmDYPhI&pli=1

The thing I am finding confusing about all the many updates posted to the home page and also the above link is what is relevant to each mode?

How are cities relevant to Fortress Mode? I was under the impression you cannot ever leave the initial embark zone thus can never explore the rest of the world in Fortress mode - or am I wrong?

Lots and lots of cool features but as I said - no real clarity on what mode benefits from them.

Yes - I am very new to DF ;-)
Mostly it takes logic. Look at something in the list and think about where it would make sense to be. But here's the breakdown:

These updates are mostly oriented towards adventure mode, but most of the new monsters (werewolves, vampires, necromancers and reworked undead) will appear in fort mode. Mummies won't, unless Toady's done something there that he hasn't revealed, and the cities and undercities don't effect dwarf mode at all. However there's also some good additions that are mostly fortress-oriented.
The identities and the justice system revision in particular are rather a big deal; you will no longer know about deaths until they're reported, and you won't know who did it.
The Units list is divided into four categories (citizens, pets/livestock, others, dead/missing), which is a huge benefit to its usefulness for most people.
Designations can go across z-levels, which makes long staircases and certain megaprojects much easier.
We also have a revision of gem cutting, adding a lot more variety (but I don't think functionality changed)
The fat burning changes effect combat in both modes, but since you couldn't get a dwarf to deliberately burn his fat away before, I don't think it changes much practically. It just makes wounds from fire more realistic.
If you embark in an evil area, you can have effects like raining blood and a mist which will turn your dwarves into hostile bloodless husks, as well as dead things rising up to attack you in general.

The rest applies pretty much to Adventure only.

The new update largely focuses on expanding fortress mode and its interactions with the world - something adventure mode is more capable of taking advantage of :P
No it doesn't.
Logged

Shintaro Fago

  • Bay Watcher
  • discuss safe nourishing non-plant non-animal diets
    • View Profile
Re: Update features?
« Reply #8 on: January 08, 2012, 06:30:54 pm »

I wouldn't mind having a huge mummy tomb generated and then embarking on the top of it, indiana jones-style.
Logged

Buttery_Mess

  • Bay Watcher
  • 11x11
    • View Profile
Re: Update features?
« Reply #9 on: January 08, 2012, 08:12:34 pm »

As I understand it, this release sounds like a prelude to further releases that will include an improved world economy, and will keep the world evolving through fort mode, and therefore improve the fortress trade features. Also planned is the ability to send warrior dwarfs away from your fort and attack other settlements. Once those features are implemented, it will vastly improve the scope for specialising fortresses and should keep fort mode more interesting.

This release makes adventure mode more interesting. Atm adventure mode is surprisingly fun, actually, and useful for scouting areas to locate your fort. In theory, it should make fort mode tougher and encourage people to adventure more. If people start playing both modes more, it should make DF more enjoyable overall.

Also, modding potential should be enormously enhanced. Don't underestimate that. 
Logged
But .... It's so small!
It's not the size of the pick that counts... it's the size of the man with the pick.
Quote from: Toady One
Naturally, we'd like to make life miserable for everybody, randomly, but that'll take some doing.

PhantomXD

  • Bay Watcher
  • Digging designation cancelled: warm stone located
    • View Profile
Re: Update features?
« Reply #10 on: January 08, 2012, 09:09:08 pm »

Thanks for the posts all, with the new systems in place what interesting modding possibilities now arise from said new version?
Logged
Ironhand's Graphics Set

Bottom line is, the wiki is your friend, and error is your teacher.

Monkeyfacedprickleback

  • Bay Watcher
  • Sweet flaming monkey fire WHY are they doing that?
    • View Profile
Re: Update features?
« Reply #11 on: January 08, 2012, 09:48:50 pm »

Thanks for the posts all, with the new systems in place what interesting modding possibilities now arise from said new version?
That's more of a question for the modding page. But It'll open up a lot of possibilites in the reactions and interactions. In the current and previous versions there weren't any ingested poisons, And the only way to get a syndrome was from HFS, Titans, and FB's and a few misc others. Now with interactions you can apply syndromes and the like to materials. SUch as a sword made of Rottium, a special metal which causes anything it touches to rot. (warning: wear gloves) similarly There is the raising of the undead, which had no interaction before. There were zombies and skeltons wandering around but they were just there. Nobody raised them. Now there are people actually raising the dead with interactions. THis opens the door for modded magic and spells. In the current version even if you mod in a dragon adventurer, you can't at will breathe dragon fire (this may be wrong. I haven't tested it.) now you should be able to.
Logged

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Update features?
« Reply #12 on: January 09, 2012, 12:17:28 am »

The new update largely focuses on expanding fortress mode and its interactions with the world - something adventure mode is more capable of taking advantage of :P

No, that's for release 5 and later.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Update features?
« Reply #13 on: January 09, 2012, 12:17:58 am »

The new update largely focuses on expanding fortress mode and its interactions with the world - something adventure mode is more capable of taking advantage of :P

No, that's for release 5 and later.

Evil biomes e.t.c.

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Update features?
« Reply #14 on: January 09, 2012, 12:22:22 am »

The new update largely focuses on expanding fortress mode and its interactions with the world - something adventure mode is more capable of taking advantage of :P

No, that's for release 5 and later.

Evil biomes e.t.c.

That's not fortress mode's interactions with the world, that's the world's interactions with fortress mode. What you said suggested that Fortress Mode will change the world outside the fortress, not that the world's actions will change fortress mode.
Pages: [1] 2 3