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Author Topic: Future of the Fortress  (Read 18844 times)

jecowa

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Re: Future of the Fortress
« Reply #15 on: February 14, 2025, 11:21:50 am »

Using the task manager to force quit the game could corrupt your save file if you have recently saved. It's probably best to use the "quit without saving option" if possible.

I think it's convenient that the game has a quit-without-saving option now, so that when I'm reloading a save over-and-over while testing graphics packs or mods, I don't have to either wait for it to save or force quit the game between each test.
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Haiphong

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Re: Future of the Fortress
« Reply #16 on: February 14, 2025, 04:40:31 pm »

Congrats on the Adventure Mode release!

I hope it isn't too rude to bring up another game like this, but I ask as a lover of both:
Have you ever seen the game KeeperRL? While it was designed in the image of Dungeon Keeper, I think it takes a lot of notes from Dwarf Fortress.

In previous Q&A's there were discussions of transitioning between Fortress Mode and Adventure Mode. You mentioned issues with time passing, and KeeperRL happens to have similar gameplay where you have a real-time dungeon mode going on and a "Creature Mode" where you are manually controlling a single creature and time instead passes in turns just like in DF Adventure Mode. The game allows the player to switch between the two modes and changes the passage of time accordingly, from real-time to turn-based.

Might a design like that work for DF?


I hope this question reads respectfully, thank you for reading. c:
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Urist Mchateselves

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Re: Future of the Fortress
« Reply #17 on: February 14, 2025, 09:05:22 pm »

Is it just me, or do subterranean creatures immediately attempt to exit the map via the surface's boundaries whenever they have the chance? If so, is this an intentional feature?
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DPh Kraken

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Re: Future of the Fortress
« Reply #18 on: February 15, 2025, 05:09:11 pm »

In previous Q&A's there were discussions of transitioning between Fortress Mode and Adventure Mode. You mentioned issues with time passing, and KeeperRL happens to have similar gameplay where you have a real-time dungeon mode going on and a "Creature Mode" where you are manually controlling a single creature and time instead passes in turns just like in DF Adventure Mode. The game allows the player to switch between the two modes and changes the passage of time accordingly, from real-time to turn-based.

There's not 1:1 parity between a Fortress tick and an Adventure turn, due to the fundamental abstractions in play. Creature tasks take the same amount of ticks, but different amount of turns. A pitched battle would last several days in Fortress mode, but not even a minute in Adventure. Similar logic applies to need timers, it's a similar amount of ticks to get hungry but whether that's a month or half a day depends on your mode.
« Last Edit: February 18, 2025, 05:15:31 pm by DPh Kraken »
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A_Curious_Cat

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Re: Future of the Fortress
« Reply #19 on: February 15, 2025, 11:52:24 pm »

Is it just me, or do subterranean creatures immediately attempt to exit the map via the surface's boundaries whenever they have the chance? If so, is this an intentional feature?

This has been around for a long time.  I think it’s to get hostile spoilers from underground to path through your fortress (thus “rampaging” through it).



1.  Is there any chance that this behavior might be modified in the future(I.e. hostile underground creatures might enter your fort, rampage around, then exit the map again through one of the cavern edges)?

2.  When, if ever, will we get visitors who enter (and/or leave) the map from the caverns?
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amade

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Re: Future of the Fortress
« Reply #20 on: February 16, 2025, 12:16:31 am »


2.  When, if ever, will we get visitors who enter (and/or leave) the map from the caverns?


We already do have visitors (and merchants) who leave the map via the caverns. This happens quite regularly for me, provided I keep the caverns accessible.
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Canapca

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Re: Future of the Fortress
« Reply #21 on: February 16, 2025, 03:01:57 am »

Since we're getting closer and closer to myth and magic, and changes associated with it such as map rewrite what are your plans when it comes to ghosts in fortress mode? the current ghost mechanic seems too game'y and predictable. It would be really fun to see ghosts integrate into the narratives in the fortress instead of being just a motivator to bury your dwarves.
I think that a narrative where a dead squad commander comes back to finish his last battle would be a really nice example of storytelling in df
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voliol

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Re: Future of the Fortress
« Reply #22 on: February 16, 2025, 03:31:18 pm »

This will maybe be answered by way of release before the month is over, but will ask it anyways. Will the Lua beta contain other changes/upgrades to modding, such as adding CUT_ and SELECT_ to all object types?

Doren I

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Re: Future of the Fortress
« Reply #23 on: February 17, 2025, 07:28:31 pm »

Will the planned siege upgrades be accessible in existing worlds too?
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Canapca

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Re: Future of the Fortress
« Reply #24 on: February 18, 2025, 02:46:52 am »

Will the planned siege upgrades be accessible in existing worlds too?
Changes to AI will most likely be working, not so sure about stuff that relies on map changes
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B. Diamondshaker

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Re: Future of the Fortress
« Reply #25 on: February 19, 2025, 07:04:50 am »

Congrats on the full Adventure Mode release, it looks quite nice! Hopefully everyone's remembering to relax every now and again! :D

What upcoming stuff do you find most exciting/enjoyable to work on?
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Canapca

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Re: Future of the Fortress
« Reply #26 on: February 19, 2025, 03:43:08 pm »

Also another thing I wanted to ask
Will the map rewrite bring any changes to the settlements in adventure mode?
Currently they're quite repetitive and annoying to traverse, with some fortresses being so chaotic the architecture doesn't even make sense
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SetArk

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Re: Future of the Fortress
« Reply #27 on: February 21, 2025, 12:47:33 am »

Hail!

Watched today's BlindIRL stream and got some questions i wanted to make, specially about defenses on sieges in later states of the Myth and Magic arc.
Will we be able to forgot the protection of gods, and have new rooms, like "Arcanum Sanctums" to act in a similar way to what you commented as temples and runes doing?

Mainly, because it's cool to have temples, and it's cool to have a religion system.
However, what if i wanna roleplay a more.... "Arcanocracy"?  Where instead of relying on gods, they rely on the Magic, that i imagine will come later in the updates.
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MouseyArtist

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Re: Future of the Fortress
« Reply #28 on: February 21, 2025, 11:10:07 pm »

Hello, Long term Lurker, first time poster.

I have a few questions about adventure mode in some weird niche scale. 

I noticed Only humans can be Outsiders, I was wondering if this is intentional, or simply something you didn't get around to yet.  I feel like all the animal people who exist in the world would fit the "Outsider" Roll too... 

With outsiders specifically, When i played, they only have access to weapons/armor.  Is there any plans to add a "generic" set of gear, cause feels weird you cant start with socks, backpack, water skin, but you can wield platinum full plate armor. 

Finally, With chosen and hero, Is there any plan of allowing followers of a lower type?..  like a Chosen hero, and his band of heroic (but not chosen) friends.  or a Heroic knight and his Peasant squire?  I assume there is hardware limitations, but curious how likely this is?
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dikbutdagrate

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Re: Future of the Fortress
« Reply #29 on: February 22, 2025, 12:40:42 am »

I noticed Only humans can be Outsiders, I was wondering if this is intentional, or simply something you didn't get around to yet.  I feel like all the animal people who exist in the world would fit the "Outsider" Roll too... 

With outsiders specifically, When i played, they only have access to weapons/armor.  Is there any plans to add a "generic" set of gear, cause feels weird you cant start with socks, backpack, water skin, but you can wield platinum full plate armor. 

Finally, With chosen and hero, Is there any plan of allowing followers of a lower type?..  like a Chosen hero, and his band of heroic (but not chosen) friends.  or a Heroic knight and his Peasant squire?  I assume there is hardware limitations, but curious how likely this is?

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