What are you planning on doing from the devlog after the villain arc?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7845973#msg7845973FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7846284#msg7846284PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7846290#msg7846290etc.
Basically, yeah, we have the armies and siege stuff left, time is obviously *feeling* tight after that horrible Summer, but it's important to leave everybody with a decent DF, so we could do it all. I'm not 100% decided. Want to fix more bugs, handle stress and other large issues as well.
Are there any ways planned for the counter-use of magic or defence against it? With the description of extremely powerful spells, it seems probable that a mature fort may piss off the wrong sorcerers and get wiped off the face of the earth with a catastrophically powerful hex.
KittyTac:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7846510#msg7846510FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7846512#msg7846512He he, yeah, certainly if dwarves still exist by the time you start playing, they were doing something right, even if it was just laying low while the surface world was being scoured by magical forces. Presumably resistance/counters/etc. will enter into it.
Do you think it would be possible to simply adventurer mode into a set of rules that could be used as a pen-and-paper roleplaying game? On a purely mechanical level, for things like movement, combat, generic skill checks and so on.
If so, do you think it would be possible to data from generated worlds to use as source material for the game? For example, maps, a bestiary, and so on.
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7846755#msg7846755Death Dragon:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7846892#msg7846892Yeah, as PatrikLundell implies, I got into video games for a reason, and one of them was data processing. The checks/etc. are generally beyond what people would tolerate at the table. That's not to say you couldn't make a pen-and-paper game that aligned vaguely with what we are going for, but I'm not sure how much different it would be from one of the more intricate ones that already exists (aside from whatever setting-based stuff we have, which we never really focused on.)
Do you think it will ever be possible for a character, object, or any other entity to cross between completely different generated worlds? Say you have more then one world generated and fuzzy magic:tm: happens while exploring some plane's edge or by some god's actions, or maybe a trait intrinsic to the character's own traits via race or adventurer reaction/status.
If so, do you think they'll be able to retain any of their own world-specific traits or skills, or find themselves always at the mercy of a new universe?
Could a world ever be flagged during creation to specifically pull someone(random or otherwise) from another world file to turn in to some sort of god-like or at least unusual historical figure? Obviously this would make the world much less reproducible unless you always used the same two seeds in a row without playing the previous world, but would such a thing ever be possible?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7848511#msg7848511To add to that reply, we had some weird ideas in the past, like trying to have a shared afterlife between our games where some universal format would be uploaded. This aligns also with the notion of editors, somewhat. So it's the sort of thing that could theoretically be explored, but also isn't a focus of what we're doing. Still, it might end up on the table, especially if, to aid editing, we end up with something like an "export universal def" option for generated objects, for use later in the editors. Those text files would might be transferrable, but, as in PatrikLundell's example, nothing gets around conflicting names, etc., so something has to give.
Playing in adventure mode i have noticed vampires are a bit currently dull. Vampires in mythology have always been powerful beings with many powers and abilities so Will Vampires get some new abilities like hypnosis, thrall creation, and polymorphism? And if so Would Vampire villians have different plot options from regular villians if they did have typical vampire powers?
Putnam:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7849258#msg7849258Tinnucorch:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7849519#msg7849519DG:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7849577#msg7849577Villains should start to respect their powers as we go, perhaps even this time (that was the intention with vampire and necromancer villains, anyway.)
With the new villains you are working on, I was wondering will villainous plots would form around adventure mode characters and their party, and maybe even with in the player's party (Betrayal)?
Also Will we every see adventure mode fast travel?
The focus when we get there will be on the adventurer investigating villains, and the adventurer being a villain. Now, companions might be villains or villainous agents (if this isn't a party you created yourself), but that'll restrict their ability to act, generally, since they are stuck with you (when you aren't sending them away.) When it comes to intraparty intrigue and party infiltration, probably not going to do anything specific with that, on account of time, though we do want the villain to act against the player adventurer in overt ways at a bare minimum.
Regarding fast travel:
Ziusudra:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7850662#msg7850662golemgunk:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851145#msg7851145Bumber:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851459#msg78514591. Will you be able to marry someone in adventure mode?
2. Will you be able to set links with your adventure party members (childhood friend/war buddy/wife/brother/etc.)
Tinnucorch:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7850502#msg7850502Demonic Gophers:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7850521#msg78505211. Are you touching fortress mode relationships before the next release? Most notably, will "childhood friends" and "war buddies" become relationships that can occur in fort mode too, or just in worldgen? Or are they a shorthand for just different circumstances under which people can become friends?
2. Do you take personalities & values into account when making worldgen friendships, or just in-game friendships?
3. Is remarriage (after being widowed or abandoned due to night creature transformation) in the cards for the next release? Worldgen, fort-mode, both?
Glad to hear that the issue of historical figure immigrants all being already-married is likely to come to an end soon.
1. It's shorthand currently; fort mode theoretically already has childhood friendships (not that friendships are working well generally, and children are perhaps especially broken), though it doesn't really have a war buddy notion, people in squads are often closer to each other (adding socializing on raids would of course be a plus.) Overall, we are hoping to get to some of the world gen ideas translated over to fort mode, but stuff like divorce and affairs and so on will be more important for what we're working on.
2. Mostly not; there's a speed issue, and also the fact that worldgen figures not in decision-making positions often don't have personalities initialized due to the mem overhead.
3. Yeah, it's in world gen now, and should also appear in fort mode before I'm through.
if we're going to see relationships sour, does that mean divorce is going to be an option for unhappy couples?
Yeah, divorce is now in world gen, and anticipated as we move through to the other modes, once we get there for this release. I haven't changed much about fort mode relationships yet.
When I listen to DF talk and watch the videos where you talk about the upcoming mythology update, it's hard not to notice all the references to randomly generated creatures. I quite enjoy modding creatures in Dwarf Fortress, but I can't edit or change any of the randomly generated creatures the game creates as it is and I'm worried that this is going to get worse and worse as development progresses. Will we be able to edit the tags of randomly generated creatures? Change what tags are associated to which sphere, for example? This question could be generalized to randomly generated anything, but I'm personally primarily interested in the creatures.
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851441#msg7851441Tinnucorch:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851453#msg7851453Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851455#msg7851455Tinnucorch:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851747#msg7851747PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851773#msg7851773voliol:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7851784#msg7851784With the villains update, can we expect already existing criminal deeds (i.e. stealing, snatching) to be updated to work with the new framework? Something like thieves not actually having to leave the site and come back when trying to steal an artifact they’ve spotted in the fort.
There's going to be some incorporation, broadly, but weird behavior like you described might persist and become even more strange until we fix things a bit.
So, word says that you personally look up atleast the OP of every suggestion thread
What are the types of suggestions threads that are the most useful/interesting to you toady? Those that explain in detail a certain subject and how could it be implemented in DF? Lists of features that use unexpected mechanics and original ideas?
I myself want to write some up, but sometimes I feel like what I write (or see in the suggestion's thread, for that regard) could be done quite better before being posted, as a big load are just iterations of magic stuff brainstorms. So it would be great to know what type of information you value the most
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7853164#msg7853164Rubik (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7853231#msg7853231It depends on the topic. The simple usability suggestions can sometimes just go in as-stated and then it's best if it's just clear what you're asking for and why so I can think about the larger context. When we get over into feature suggestions, what I generally look for is the underlying problem that the player has (if any), since I'm (often) in a better position to come up with a solution that works for me, and the specifics don't matter sometimes in that case. For other kinds of suggestions, ones that are real-world directed, say, for dyes or something, highly specific, sourced information is best -- if I know there's some legit pathway for a given color or whatever, then I can think of how it might be implemented and have the material/process etc. information at hand. Certain suggestions, like the magic ones you mention, are often suggesting a particular fixed paradigm, which I'm obviously not going to adopt if you look at the dev goals, but even then, it helps me know what people are interested in, which matters for features especially when I have, say, two powers I could add, time for one, and no strong preference myself.
So it comes down to how the suggestion integrates with the dev process, pretty much, saying which is sort of a tautology, but unavoidable.
But yeah, I read every OP, and often more. it's impossible at this point to read every reply; fortunately OPs will often incorporate good discussion, or new threads will be created based on them, so I think we're collectively doing pretty well! Hard for the development to catch up, though, naturally.
Will you at some point change the game so animals other than wolves be domesticated over the worlds history?
Dozebôm Lolumzalěs:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7854840#msg7854840We don't even do (paleo-)wolves->dogs, at least not in a different form than cats or chickens or cavies are currently. Not sure that the current way will change much. However, one of the focuses of myths is "where did domestic animals come from?" and I suspect at some point it'll also be in our generated myths. At that point, things will probably become more diverse at certain settings, though with the domestic animal raw files the way they are, I suspect vanilla-settings DF will generally prefer to use those, with some flavor here and there.
I hope the added relationship versions make it into fortress mode. Will we see children born out of wedlock and have the possibility of getting remarriages there (as well as spouses cheating on each other with lover(s) on the side)?
And: Is the age difference limitation for marriage lifted/modified in the process? (Sorry for a question that's very close to a suggestion).
And, even worse suggestiony: Is the rampant hist fig incest addressed in this process?
Yeah, anticipating that all the marriage/lover changes will make it over.
The age limit was modified in fact -- when I was looking through legends at some point, I found a 176 year old unmarried elf, and it turned out there was simply nobody available in the +/-10 age range (and of course, no elves in that age band could ever be produced again, so that was it.) So now it uses +/-max(10,min(age_1,age_2)/2) (edit: corrected), with extra fudging over time if match-making fails.
I didn't change anything about the relationship checker, aside from the half-sibling stuff.
1. In one of the next two mini arches- adventuring parties and dynamic villains will our adventurers be able to learn about the relationships and histories of the people we meet? Currently asking about family only tells us about official relationships not stuff like love interests or affairs.
2. In the myth and magic update will possible magic include powers to learn about the histories of others without evening having to talk to them?
3. Further in the vain of personel histories would a possible kind of corruption in magical worlds include corruptions that replace one's memories of their life history with false ones? Like they don't remember their past correctly.
4. Will clothing and garments ever include pockets that can act as small containers we can use in adventure mode for small things like coins?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7855991#msg7855991In particular, I agree with the assessment on 3. It might be possible to stick an identity on them, the ones we have now, but set up in such a way that they also fall for it and cannot turn it off voluntarily. This might effectively cause them to live a different life, at least to some extent, as we improve agent behavior overall.
Many things I'd like to see for relationships!
<snip>
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7855981#msg7855981Agree that this is precisely the sort of thing we're hoping the customs/etc. release will be defining/generating.
1. Will we be able to do wedding ceremonies in fort mode maybe in designated church or temple or any meeting place?
2. Will we encounter weddings in adventure mode past worldgen?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7855991#msg7855991Yeah, hard to say when -- festivals haven't made it out of world gen yet. Law/customs/etc. has assumed as heavy a burden as the magic release.
Will we ever get any tools or features to help deal with aquifers? Or is this meant to be an ever-present obstacle for the sake of realism?
PatrikLundell:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7856215#msg7856215Lemunde (op):
http://www.bay12forums.com/smf/index.php?topic=169696.msg7856279#msg7856279Fleeting Frames:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7856309#msg7856309DG:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7856353#msg7856353Miuramir:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7858564#msg7858564I have the general sense that different aquifer speeds might be in order. Right now they are (kind of, not really) like these artesian aquifer pictures where the water is like SPLOOSH, but there's the other notion of just, like, a somewhat drippy cavern that might need some occasional helping and some pumps down below. The latter would be pretty easy to set up, probably, with little 1/7s of water just popping out every so often, piling up if they aren't dealt with. I've forgotten what's correct now, having not studied aquifers for many many years; I'm not sure that ground water speed illustration in the reply there encapsulates the positive pressure situation once the water is given a route out into open air, since that water literally spouts from sandstone into the air like a constant geyser. That suggests that all possibilities in the range are permitted depending on the other layers of rock (which we could just fudge, pretty much), but I'd defer to a hydrogeologist, or related professional, or anybody.
Completely unrelated to anything you're working on now, what are your ideal plans for carrying items? Will there ever be volume restrictions? Physical encumbrance from anything besides armor/pure weight? Will "strapped to your body" items require string, sinew, or leather straps at some point in order to actually strap them on? Will adventurer item hauling (which sort of buggily exists) ever be more of a dragging across the ground thing, or a shoving to the next tile thing? What are your pie in the sky kind of hopes for it and what do you think are the big hurdles?
There's so many variations on this in other games and I know you usually go for the most realistic possible thing in a lot of situations. On the other hand since anything put in would probably have to be dealt with by the system once off-site items were better tracked, a lot of the more complicated systems in other games seem like they might overburden some of yours.
Will we get to set our adventurer's sexuality before the big wait?
Even if you don't make it to forming those relationships in adventure mode, having a player made villain tossed into the world while you're playing somewhere else would still be a lot cooler if they could be in a position to marry a monarch when you retire them. Or if you could just be a cool bisexual rat woman dragon slayer. I mean, that's the dream isn't it?
We had a side project some years back that had little paper doll inventories and required absolutely everything you'd need to carry stuff; adhesives, knots, all of whatever. It was marginally annoying, but also sort of cool. Adventure mode has been slowly leaning that way. So I'm tempted to go all the way over in that mode, as long as the controls don't get more nested and annoying (so there'd need to be some automated steps to the related actions by default.) I don't think dwarf mode could support it easily, all the junk items especially. Pushing and dragging are all fair and fun, and they make for good ruin puzzles and so forth, or at least traditional ones. Having an item block a tile can be a bit annoying, but we have the constructed tiles that track items which might work out, for items that should block. This also fits in with those item pile tiles and moving fortress pieces and all that, ways to respect volume and items on the map; some of that's very hard, though.
I'm not sure all of what we'll get to as the character creation screen gets updated, but with all the relationship stuff going on, it's certainly getting to be a more reasonable time -- the main element of forming romantic/etc. relationships in adv mode will still be missing, so I wouldn't guarantee it, since it would be a retirement option, as you say.
1. Will villains and their subordinates try to manipulate other faction's/peoples motives, to play people against one another or get them to do dirty work without realizing it?
2. Will villains have more occult motives (i.e. subverting/changing a religion, finding knowledge/enlightenment, etc.) or will it be more focused in material, concrete stuff for now?
3. Can NPCs be in a romantic relationship without it being sexual?
4. Will bi-, a-, and homosexual orientations make it as a minority of the population?
5. In the previous Future of the Fortress reply, you mentioned that permanent "death" for souls that have an afterlife is unlikely. However, will there be situations where a soul could be temporarily/indefinably contained or consumed without being obliterated?
5b. Could there be situations where a living creatures soul is altered or corrupted so as to affect it's natural fate, like lichdom, Nirvana-style enlightenment, demonic/angelic pacts, etc.?
6. Are night creatures planned that will psychically drain a life-force or soul to feed, as opposed to physical feeding or immediately killing their prey?
7. Will vampire cults be adopted to fit with new night creatures, or will some new system likely come into play? (if it comes into play at all?)
7b. If there will be night creature cults in the future, will there be any cults based around creatures that cannot transform followers like vampires can? What would motivate these cults?
8. In the magic update, could there be two magic systems that draw upon one type of mana, allowing one to power the other? (Like an innate wizard "charging" a magic item that would normally requires exposure to the same power the wizard uses, but through different means.)
9. Will certain symbols become recurring and socially relevant? (ex: in various ancient real-life cultures, horns are considered a sign of power, and some speculate that crowns symbolically replicate them)
10. Will people try to perform symbolically relevant actions? (such as the ancient Egyptians destroying the name of certain criminals post-execution, because they thought the name was a part of the soul)
11. You've stated that the initial method of restricting mythological knowledge will be to have races know about stuff that directly relate to them. Will we see "folk-tales" develop to fill in these gaps? Like humans blaming weeds on fairies because they don't know anything about them except they're nature-y and they exist?)
11b. Would these folk-tales (if they exist) be local (but spreadable), or on a broader scale, like a whole nation or race?
Shonai_Dweller:
http://www.bay12forums.com/smf/index.php?topic=169696.msg7857553#msg78575531. To some extent. There's only so much motivation tracking, so we can't do a lot with this right now, but for a few things like war/peace we have stuff to work with.
2. As Shonai_Dweller replied, will have to wait.
3. Not at present.
4. Already done, as Shonai_Dweller stated.
5. Unclear what's going in at first, but we have the souls sitting there as movable objects, so I imagine something will come up (even if possession etc. is more likely initially). One just has to square these odd permanent dispositions of the soul with any notion of eternal judgment, if both exist.
5b. Likely, and enlightenment at least is already in the prototype.
6/7/7b. It's not clear exactly what we'll have, of course, but we'll have the whole menu of new effects to choose from. There are already lots of strange new creatures in the prototype, and we'll see what survives or gets added during the transition. There are lots of shades between religions and cults and that sort of thing; motivation seems only somewhat important after a bit. The vampire clearly has something to offer (even if they never actually pay out right now), and I'm not sure it'll be as clear with other night creatures -- at the same time, vampires are all created fresh right now, and some night creatures could be as old as the hills (or older), so more traditional religious views might apply. For fresh, new night creatures, there'd need to be something else.
8. Hard to say what we'll get the first time through, but the system would support it easily -- power sources/pools are decoupled from their uses, so could be linked up in any way (not just 1:2 but 2:1 as well, sometimes, etc., for hybrid/advanced/researched stuff.) Of course, the myths will build threads through them; for that reason, my first guess is that common pools will be somewhat more likely than individual pools for each type of magic. However, it should be a pleasant mess.
9. We have entity symbols now, they just aren't done well and don't feed into a larger symbolism. Magic symbolism will probably come in before cultural symbolism, just because of the release order and the likelihood that e.g. any form of 'alchemy' or 'potion-making' will require that sort of thing.
10. Sounds a reasonable enough suggestion for when we have more to work with.
11,11b. Haven't thought much about hybrid systems here; if the magic=zero slider works out and each society gets its own (false) myths, there's no reason to think this couldn't be applied elsewhere, as we currently do in a small way with the false prophets. A lot of the myths are going to be oriented around answering the big questions, but only the ones being asked, and it's quite possible that e.g. the humans will not have an immediate answer to "where do elves come from?" when they look at their own (true) myth branch. So, yeah, I agree it would be entertaining to explore what that means. Would also be interesting to explore what happens if the true becomes apparent as mythical forces cross these boundaries.