Quote from: rian ashes

I have a question about Steam release.

As you, maybe, know, russian comminuty managed to localise Dwarf Fortress into russian languge.

May be you can inpliment other localisations as official? DF is great, but some time it's too hard to understand it, if you don't know English.



Quote from: TheFlame52

Does beekeeping make more trees and plants grow in your fortress, because of pollination? If not, then why do the deserts around fortresses bloom vigorously?



How do the new alliances work in worldgen? Leader personalities? Ethics? Civ values? The old factions of snatcher civ vs. thief civ vs. civ with both vs. civ with neither? Evil races vs. non-evil races?



Quote from: PatrikLundell

Suggestiony: Have you considered increasing the minimum DF screen size (or possibly a "recommended" one, with a minimum one still functioning, but being awkward) for the Premium version in order to get more room for commands (and possibly info/labels) as part of the UI rework?

If the answer is yes, I guess it would give some people who are opposed to that a chance to speak up against it and explain why...



I've found the size to be very restrictive when making DFHack scripts with a UI (which isn't a good argument for increasing the size in itself), and assume that would apply to Toady and Threetoe as well (which obviously would be relevant).



Quote from: iceball3

Considering the profession skill "geographer", will access to map data (except for legends) be transitioned from "basic UI function" to "item based, and dependent on available/memorized maps", or will geography only have abstract implications ingame (such as enabling site/civ level capabilities for entities in a "not involving and thusly not lowering player map UI access." sort of way?



For the various profession skills, IE chemist, mathematician, etc, are there considerations for targeting the whole bodies of knowledge in a larger update arc, or is the plan to give them functions going to be "as we go along" for the most part?



Will magic discovery, research, acquisition, et cetera utilize the topics and skills system, or will magic and it's knowledge be largely segregated from worldly knowledge and study as of the myth-magic arc plans, or will any considerations surrounding that come much later?



Quote from: FantasticDorf

Given the kind of workloads you experience during your Arc workloads (and interim projects like getting army arc prepped before steam release) is it likely if you're looking at fortifications, you'll be putting some time aside to make sure other constructions are also coherent?



Special mention to glass aquariums which can't hold large roaming fish like caught whales & sharks that's been on the bug tracker for ages. Though water projects have been a erm... controversial; fishing for whales using cage traps & using pit zones to artificially air-drown and beach them is very profitable for dwarf fortresses who can engineer it and miscallenously very visually appealing and accomplishing to hold exotic sea creatures for dwarves to gawk at as trophies within aquariums, or deployed to moats & ponds in defence.



Quote from: Strik3r

With the Steam release on the way i've got some questions regarding the modding capabilities and also that one question i missed getting into the last FotF.



First that.

The new relationship stuff added in .47(divorces, affairs, etc.) are influenced by personality/civ values right? If so, what personality/civ values significantly affect that stuff happening or not happening? Also i assume that the ORIENTATION token is taken into account, so for example if an intelligent creature has it with values such as 0:0:1, the creature can never have an affair, since the creature would have no interest in a non-committed relationship?



Now for the steam stuff (i feel like this stuff probably has been answered before):

Since i presume you want to have Steam Workshop integration, does that mean we'll be getting something like mod-loading from folders? Since i can't imagine Workshop would work well with the current mod installation method of "Drop stuff into the raw/objects folder and hope it works".



In terms of the graphics stuff, can you give a rough outline of what new graphical features tileset authors can expect from the version coinciding with the Steam release?



Quote from: jecowa

Rumor is that the first ARM MacBook is coming out first half of 2021. Do you think ARM Macs will ever get builds of Dwarf Fortress?



Quote from: squamous

1. Is it possible to create a custom experimental creature using non-procedurally generated interactions? The living night-creature type, not the ghoul type. I've looked into the raw examples but unless it's BOGEYMAN_POLYMORPH and I just don't understand how it works I'm not sure how I'd go about doing that.



2. How exactly is fear calculated? I've been running around in adventure mode and it seems that even hearthpeople and mercenaries will run away from larger monsters even if they're something my party could defeat? I guess it's not that important given I can control them manually now but I'm curious what factors go into threat assessment if there's any besides size and the discipline skill.



Quote from: PatrikLundell

The new aquifers are still confusing. The pre embark info displays Light (new trickle ones), Heavy (old, open pipe ones), and the odd "Varied" description, which, if I understand it correctly doesn't exist as an actual discreet aquifer variant. I've seen increasing the embark rectangle from one to two tiles covering one Light and one Heavy tile has resulted in "Varied", which makes sense, but there's also areas where single tile embarks are displayed as "Varied", which I guess could result from one Light layer and one Heavy layer, or from two biomes being present on the same single tile embark, with different kinds of aquifers on each part.

1. What is DF's definition of a "Varied" aquifer?

2. How does DF determine what type of aquifer(s) a tile will have (of interest to tool makers and world designers)?



Quote from: Beag

With the switch to graphics coming up in the steam release I have some questions regarding the graphical representation of creatures:

1. Will scars appear on creatures graphically and if so in the proper places? On a similar note will dismembered creature's sprites properly represent their lack of certain limbs?

2. With the main races at least(dwarves, humans, goblins and elves) there is a lot of physical description detail generated- how much of that will be represented on the sprite?

3. When it comes to generated races like escaped necromancer experiments will each generated combination have it's own sprite or will you generalize a sprite for escaped necromancer experiments in general?

4. When the myth and magic update finally comes around will magical corruption be represented on a creature's sprite? If so how detailed would the visual representation of the progression of this corruption be(referencing an old threetoe's story the dwarf who was cursed by elves slowly turned into a tree person starting with her hair)?



Quote from: FrankVill

Whereas, within the animal kingdom, a dwarf is a mammal and a bird is an oviparous being ...

1) How does DF interpret the species "eagle man"?

2) At the time of having children, would they lay eggs or become pregnant?

3) Could there be different combinations (60% human, 40% eagle) for each created world? (I have mentioned the eagle man so far only as an example).

4) Are mythological creatures (such as dragons, forgotten beasts ...) somehow included in the animal hierarchy?



Quote from: iceball3

I've been plumbing the depths of the material templates definitions and found these tokens in THREAD_PLANT_TEMPLATE: [/color]

Code: [Select] [SHEAR_YIELD:600000] used cotton

[SHEAR_FRACTURE:600000] used cotton Do you remember where you sourced these numbers? The only other materials defined in the raws that match these characteristics at first pale are things like steel and adamantine, and plant thread has precipitously low attributes in every other characteristic.

Is it a typo in the form of an extra 0, perhaps? I can imagine it might be due to the fact that every [SOFT] armor present in the game also has [STRUCTURAL_ELASTICITY_WOVEN_THREAD] attached, which reduces both the values to a much more sane (if a bit meager) cap, which lends me to believe that those values were the intended ones for cloth materials.

I've mainly been mulling over this because I've had a hard time finding good sources concerning fabric resistance on the internet myself, and I've been trying to make a neat little mod to add in "gambesons" as armor types, but noticed that they were seriously over performing against all edged weapons if they were allowed to use the thread templates' default values.



Quote from: FantasticDorf

"If your dispatched Militia dwarves from fortress mode are searching for artifacts in a non-hostile way asking for directions & locations town to town like a adventuring group, and are eventually privy to the known location of it, is it currently implemented into the game to have them use their own intrigue/schemer skill (and related social skills) to corrupt a local into giving it to them without a fight?"



Without the dungeon keeper doing much to actually train schemer skill its one of those things you can get at embark but not do very much with. I had actually entertained retiring criminally/villanous adventuerers on my site to fufill the role if one of the starting seven eventually shuffled the mortal coil with their skillset or set off on a endless quest never to be seen again; in order to keep my fortress well connected.



Quote from: Prismatic

Do you think you could provide a full list of valid creature and caste flags for use with the new summoning interaction tokens ([IE_FORBIDDEN_CREATURE_FLAG], [IE_FORBIDDEN_CREATURE_CASTE_FLAG], etc)? It looks like a number of them (SMALL_RACE, etc) do not correspond to the typical creature tokens documented on the wiki.



Spoiler (click to show/hide) EQUIPMENT

EQUIPMENT_WAGON

VERMIN_EATER

VERMIN_GROUNDER

VERMIN_ROTTER

VERMIN_SOIL

VERMIN_SOIL_COLONY

LARGE_ROAMING

VERMIN_FISH

LOOSE_CLUSTERS

FANCIFUL

BIOME_MOUNTAIN

BIOME_GLACIER

BIOME_TUNDRA

BIOME_SWAMP_TEMPERATE_FRESHWATER

BIOME_SWAMP_TEMPERATE_SALTWATER

BIOME_MARSH_TEMPERATE_FRESHWATER

BIOME_MARSH_TEMPERATE_SALTWATER

BIOME_SWAMP_TROPICAL_FRESHWATER

BIOME_SWAMP_TROPICAL_SALTWATER

BIOME_SWAMP_MANGROVE

BIOME_MARSH_TROPICAL_FRESHWATER

BIOME_MARSH_TROPICAL_SALTWATER

BIOME_FOREST_TAIGA

BIOME_FOREST_TEMPERATE_CONIFER

BIOME_FOREST_TEMPERATE_BROADLEAF

BIOME_FOREST_TROPICAL_CONIFER

BIOME_FOREST_TROPICAL_DRY_BROADLEAF

BIOME_FOREST_TROPICAL_MOIST_BROADLEAF

BIOME_GRASSLAND_TEMPERATE

BIOME_SAVANNA_TEMPERATE

BIOME_SHRUBLAND_TEMPERATE

BIOME_GRASSLAND_TROPICAL

BIOME_SAVANNA_TROPICAL

BIOME_SHRUBLAND_TROPICAL

BIOME_DESERT_BADLAND

BIOME_DESERT_ROCK

BIOME_DESERT_SAND

BIOME_OCEAN_TROPICAL

BIOME_OCEAN_TEMPERATE

BIOME_OCEAN_ARCTIC

BIOME_SUBTERRANEAN_WATER

BIOME_SUBTERRANEAN_CHASM

BIOME_SUBTERRANEAN_LAVA

BIOME_POOL_TEMPERATE_FRESHWATER

BIOME_POOL_TEMPERATE_BRACKISHWATER

BIOME_POOL_TEMPERATE_SALTWATER

BIOME_POOL_TROPICAL_FRESHWATER

BIOME_POOL_TROPICAL_BRACKISHWATER

BIOME_POOL_TROPICAL_SALTWATER

BIOME_LAKE_TEMPERATE_FRESHWATER

BIOME_LAKE_TEMPERATE_BRACKISHWATER

BIOME_LAKE_TEMPERATE_SALTWATER

BIOME_LAKE_TROPICAL_FRESHWATER

BIOME_LAKE_TROPICAL_BRACKISHWATER

BIOME_LAKE_TROPICAL_SALTWATER

BIOME_RIVER_TEMPERATE_FRESHWATER

BIOME_RIVER_TEMPERATE_BRACKISHWATER

BIOME_RIVER_TEMPERATE_SALTWATER

BIOME_RIVER_TROPICAL_FRESHWATER

BIOME_RIVER_TROPICAL_BRACKISHWATER

BIOME_RIVER_TROPICAL_SALTWATER

GOOD

EVIL

SAVAGE

TWO_GENDERS

MATES_TO_BREED

HAS_MALE

HAS_FEMALE

SMALL_RACE

HAS_ANY_INTELLIGENT_LEARNS

HAS_ANY_VERMIN_HATEABLE

OCCURS_AS_ENTITY_RACE

HAS_ANY_LARGE_PREDATOR

HAS_ANY_CURIOUS_BEAST

HAS_ANY_BENIGN

HAS_ANY_NATURAL_ANIMAL

HAS_ANY_MEGABEAST

HAS_ANY_SEMIMEGABEAST

HAS_ANY_POWER

HAS_ANY_VERMIN_MICRO

HAS_ANY_NOT_FIREIMMUNE

HAS_ANY_CANNOT_BREATHE_WATER

HAS_ANY_CANNOT_BREATHE_AIR

HAS_ANY_NOT_FLIER

HAS_ANY_COMMON_DOMESTIC

HAS_ANY_UTTERANCES

HAS_ANY_INTELLIGENT_SPEAKS

HAS_ANY_FEATURE_BEAST

GENERATED

HAS_ANY_TITAN

HAS_ANY_UNIQUE_DEMON

DOES_NOT_EXIST

HAS_ANY_NOT_LIVING

HAS_ANY_MISCHIEVIOUS

HAS_ANY_FLIER

HAS_ANY_DEMON

HAS_ANY_NIGHT_CREATURE

HAS_ANY_NIGHT_CREATURE_HUNTER

HAS_ANY_NIGHT_CREATURE_BOGEYMAN

HAS_ANY_NIGHT_CREATURE_NIGHTMARE

HAS_ANY_NIGHT_CREATURE_EXPERIMENTER

HAS_ANY_CARNIVORE

ARTIFICIAL_HIVEABLE

UBIQUITOUS

ALL_CASTES_ALIVE

HAS_ANY_SUPERNATURAL

HAS_ANY_HAS_BLOOD

HAS_ANY_GRAZER

HAS_ANY_IMMOBILE

HAS_ANY_LOCAL_POPS_CONTROLLABLE

HAS_ANY_OUTSIDER_CONTROLLABLE

HAS_ANY_LOCAL_POPS_PRODUCE_HEROES

HAS_ANY_GRASP

HAS_ANY_RACE_GAIT

HAS_ANY_FLY_RACE_GAIT

HAS_ANY_SLOW_LEARNER



Spoiler (click to show/hide) CAN_BREATHE_WATER

CANNOT_BREATHE_AIR

LOCKPICKER

MISCHIEVIOUS

PATTERNFLIER

CURIOUS_BEAST

CURIOUS_BEAST_ITEM

CURIOUS_BEAST_GUZZLER

FLEEQUICK

AT_PEACE_WITH_WILDLIFE

CAN_SWIM

OPPOSED_TO_LIFE

CURIOUS_BEAST_EATER

NO_EAT

NO_DRINK

NO_SLEEP

COMMON_DOMESTIC

WAGON_PULLER

PACK_ANIMAL

FLIER

LARGE_PREDATOR

MAGMA_VISION

FIREIMMUNE

FIREIMMUNE_SUPER

WEBBER

WEBIMMUNE

FISHITEM

IMMOBILE_LAND

IMMOLATE

MILKABLE

NO_SPRING

NO_SUMMER

NO_AUTUMN

NO_WINTER

BENIGN

VERMIN_NOROAM

VERMIN_NOTRAP

VERMIN_NOFISH

HAS_NERVES

NO_DIZZINESS

NO_FEVERS

NO_UNIT_TYPE_COLOR

NO_CONNECTIONS_FOR_MOVEMENT

SUPERNATURAL

AMBUSHPREDATOR

GNAWER

NOT_BUTCHERABLE

COOKABLE_LIVE

HAS_SECRETION

IMMOBILE

MULTIPART_FULL_VISION

MEANDERER

THICKWEB

TRAINABLE_HUNTING

PET

PET_EXOTIC

HAS_ROTTABLE

CAN_SPEAK / INTELLIGENT_SPEAKS

CAN_LEARN / INTELLIGENT_LEARNS

UTTERANCES

BONECARN

CARNIVORE

AQUATIC_UNDERSWIM

NOEXERT

NOPAIN

EXTRAVISION

NOBREATHE

NOSTUN

NONAUSEA

HAS_BLOOD

TRANCES

NOEMOTION

SLOW_LEARNER

NOSTUCKINS

HAS_PUS

NOSKULL

NOSKIN

NOBONES

NOMEAT

PARALYZEIMMUNE

NOFEAR

CANOPENDOORS

ITEMCORPSE

GETS_WOUND_INFECTIONS

NOSMELLYROT

REMAINS_UNDETERMINED

HASSHELL

PEARL

TRAINABLE_WAR

NO_THOUGHT_CENTER_FOR_MOVEMENT

ARENA_RESTRICTED

LAIR_HUNTER

GELDABLE

VERMIN_HATEABLE

VEGETATION

MAGICAL

NATURAL_ANIMAL

HAS_BABYSTATE

HAS_CHILDSTATE

MULTIPLE_LITTER_RARE

MOUNT

MOUNT_EXOTIC

FEATURE_ATTACK_GROUP

VERMIN_MICRO

EQUIPS

LAYS_EGGS

GRAZER

NOTHOUGHT

TRAPAVOID

CAVE_ADAPT

MEGABEAST

SEMIMEGABEAST

ALL_ACTIVE

DIURNAL

NOCTURNAL

CREPUSCULAR

MATUTINAL

VESPERTINE

LIGHT_GEN

LISP

GETS_INFECTIONS_FROM_ROT

HAS_SOLDIER_TILE

ALCOHOL_DEPENDENT

CAN_SWIM_INNATE

POWER

TENDONS

LIGAMENTS

HAS_TILE

HAS_COLOR

HAS_GLOW_TILE

HAS_GLOW_COLOR

FEATURE_BEAST

TITAN

UNIQUE_DEMON

DEMON

MANNERISM_LAUGH

MANNERISM_SMILE

MANNERISM_WALK

MANNERISM_SIT

MANNERISM_BREATH

MANNERISM_POSTURE

MANNERISM_STRETCH

MANNERISM_EYELIDS

NIGHT_CREATURE

NIGHT_CREATURE_HUNTER

NIGHT_CREATURE_BOGEYMAN

NIGHT_CREATURE_NIGHTMARE

NIGHT_CREATURE_EXPERIMENTER

CONVERTED_SPOUSE

SPOUSE_CONVERTER

SPOUSE_CONVERSION_TARGET

DIE_WHEN_VERMIN_BITE

REMAINS_ON_VERMIN_BITE_DEATH

COLONY_EXTERNAL

LAYS_UNUSUAL_EGGS

RETURNS_VERMIN_KILLS_TO_OWNER

HUNTS_VERMIN

ADOPTS_OWNER

HAS_SOUND_ALERT

HAS_SOUND_PEACEFUL_INTERMITTENT

NOT_LIVING

NO_PHYS_ATT_GAIN

NO_PHYS_ATT_RUST

CRAZED

BLOODSUCKER

NO_VEGETATION_PERTURB

DIVE_HUNTS_VERMIN

VERMIN_GOBBLER

CANNOT_JUMP

STANCE_CLIMBER

CANNOT_CLIMB

LOCAL_POPS_CONTROLLABLE

OUTSIDER_CONTROLLABLE

LOCAL_POPS_PRODUCE_HEROES

STRANGE_MOODS

HAS_GRASP

HAS_FLY_RACE_GAIT

HAS_RACE_GAIT

SPREAD_EVIL_SPHERES_IF_RULER



Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8093536#msg8093536 PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8093826#msg8093826 IndigoFenix: http://www.bay12forums.com/smf/index.php?topic=169696.msg8093875#msg8093875 It's not possible for me to do in our current situation, and not having open source makes it hard for anybody to do well (I haven't seen and wouldn't understand the Russian translation, so I'm not sure how well it works.) It's something that would definitely be cool if we could ever figure out a way to do it. I've never localized a project, so have no idea what any of the standards are -- certainly menus are doable in some sense, though I wouldn't personally know how to get the right glyphs mapped onto the screen or what the right format is there. Our fonts have never worked well, but even without that, manually setting up the right unicode subsets maybe. As people point out, the procedural aspect is the hardest part, and likely can't be done perfectly while retaining the data structures since grammar works differently for everybody. Probably couldn't get that right enough for the official Steam/itch version, but maybe leaving out the procedure stuff would be satisfactory for people that just want to try.Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8094195#msg8094195 FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8094409#msg8094409 Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8094411#msg8094411 FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8094418#msg8094418 Nothing happens with the beekeeping. If the plants look different near a fort, it's likely just because time has been passing there and the local tiles have gotten out of whack with the rest of the world.There wasn't much time to do anything interesting with alliances. I think the comments have everything relevant.Ah, for the new version we are definitely not going with the traditional 80x25 ha ha ha. People seem to like fullscreen games, and almost all the Steam games I've played default that way without even asking (options of course), but no decisions have been made. But given the 32x32 size of the tiles, 80x25 probably is both too large and too small, depending on monitor. It'll likely have to be dynamic. And the interface will have a different resolution than the play area (if it ends up with a tile grid at all), further complicating matters.therahedwig: http://www.bay12forums.com/smf/index.php?topic=169696.msg8095885#msg8095885 Yeah, it's just too far away for us to have concrete plans. The potential is obviously there for all sorts of things, which is part of why all that stuff is in there. We don't have any arcs planned past the Big Wait and the following laws/embark/etc. arc (which needs a better name.) So hard to say whether it'll be piece meal or part of a larger push.The magic angle has been on my mind a bit, regarding the existing scholar stuff, but I don't know yet whether we'll really try to pull some of the existing stuff in. It's definitely doable. Even the mathematical discoveries could lead to correspondending advances in magic, without a huge burden in real-world research. Dusting off my chemistry is more of a burden, ha ha.We're going to do what we can, in the time we have. Both of those things are mushy, so it's really hard to say. People falling to their deaths are worse than dead fish, but dead fish are also bad. The categories don't really overlap though.ZM5: http://www.bay12forums.com/smf/index.php?topic=169696.msg8096377#msg8096377 Sure, it does an orientation check, in terms of whether a pairing is desired. Should anyway! This doesn't increase pairing frequency aside from the existence of matches. Lust propensity does all of that. For the rest, I think it just checks everything to see how closely aligned they are, and significant personality changes can disrupt a pairing which is working. But I don't think there are facets that affect it otherwise. Ah, gregarious does, in a sense, since that affects the chance that people chat at all.Mod-loaded: Something, yeah. I need to look at their specs, as that'll determine a lot. But the current situation where mods ride along with saves will almost certainly not be feasible.Rough outline of graphical features: Nope! I really need to get some code up first and see what initial walls we hit. We want to have a ton of new stuff, but if it doesn't work, it doesn't work, on a case-by-case basis. Can't really predict how it'll shake out for a given feature sometimes.We haven't done anything up to this point - maintaining our current ports, such as we have, has obviously been about as much as we can do. I'm not sure what the future holds in terms of circumstances being more favorable. I certainly don't have the time or expertise to manage it myself, but there could be options. And choosing between other ports or managing basic localizations, say, would be something that needs to be thought about, if we have more resources. But who knows what'll happen.1. NIGHT_CREATURE is a tag now that should hopefully work without being too strange.2. Yeah, you are definitely noticing a defect. Everybody relevant in a fight feels terror (ie, not a ghost, not berserk, etc.), but the amount of terror is moderated by fearlessness and by the opposed strength of the sides. But the strength calculation isn't great, and larger beings do get a bit of an advantage there. It looks like the equipment/skill calc here is especially bad or even not happening at all - even the off-screen fights during raids do better equipment checks (which is good in a way, since it actually impacts the outcome there.) Should certainly be improved to better account for party equipment/skill/rep, and enemy equipment/rep at least, if not skill once you test it.1. It means both the conditions for a heavy and light aquifer are met at different subtiles in the selected area.2. The reason this has led to so many inconsistencies and hidden aquifers and etc. is that the soil depth is something of a mess, since they peel off by elevation level, but it is tricky to get the exact elevation level needed for the display. But regardless of all that, the important new part is that the heavy aquifers occur when drainage%20 is 7. That's odd, but we didn't have an additional field to add and it makes it feel random enough and nominally gives us our 5% figure in enough of the different drainage biomes. Perhaps not the sort of thing to survive the map rewrite, ha ha.1. Not currently planned, no, especially the scars. It's feasible, but we have to prioritize other things first. We did pixelwise scars on 64x64 faces in a platoon vs. robots game twenty years ago, so hopefully we can arrive there someday.2. I'm not prepared to commit currently. The artists have drawn a ton of cool variations involving skin and hair and clothes etc., but we still need to get it coded and tested.3. A mixture most likely to start. It depends on how well the dwarf pictures go, in part, since they are also made from pieces.4. No idea yet. Zombies are a form of magical corruption, in the sense of being a creature with a syndrome, and there are varying ways of representing that which take more and more resources.Bumber: http://www.bay12forums.com/smf/index.php?topic=169696.msg8097965#msg8097965 Strik3r: http://www.bay12forums.com/smf/index.php?topic=169696.msg8097980#msg8097980 voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8098473#msg8098473 FantasticDorf: http://www.bay12forums.com/smf/index.php?topic=169696.msg8098478#msg8098478 Ah, yeah, the descriptions leave a lot to be desired. I know some people think the animal people are all forms of minotaur, with completely human bodies, since the descriptions read that way sometimes. But they are mostly like the animal they come from, just more human-shaped and more thinkery. So an eagle person would definitely still be avian, and lay eggs, and (hopefully) the object files reflect this. As for what's possible later, this depends on what happens, for instance, with the "centaur problem", where we'd like to take bits and pieces of different creature definitions and mix and match and blend them. The more successful we are with this, the more fucked up the future becomes, in a wholesome way.Re: mythical beasts, as people point out, they are intentionally removed from the mundane currently, and with their odd properties, they don't really fit into any e.g. evolutionary framework. At the same time, they do have flesh that works in a fleshy way, oftentimes, so even if they don't fit in a hierarchy, a dragon could be considered reptile-adjacent in some sense, and whatever metaphysical or mundane effects take those things into consideration might work out. For instance, a spell that required 'scales' would work with dragon scales, although really it should probably consider itself very lucky to have them and would be justified in overloading in some sense. Hopefully that sort of thing will happen, somehow.I do not have the slightest idea where they are from. There is a ton of information online, and it's quite possible I just copied it out of a table without thinking very hard about it, and possibly screwed up a conversion if I had to make one. There was a ton of haphazard data entry on the initial pass there. Certainly up for using better number from reputable data sets. May also have to do some additional worrying about what woven means -- it has been a problem overall with the combat system. A single cotten thread, and cloth woven in any number of ways, might be significantly different, even accounting for size? I'm not an materials engineer, like at all.They don't have a way to enact their own "infiltrate society" subgoal from their "recover artifact" army goal. It's not far off, which is why we were poised to get there, but it'll have to wait until after Steam/itch now.Creature (notably, MUNDANE and HAS_ANY_CAN_SWIM are missing due to a bug):Caste: