Quote from: GoblinCookie

With bribery now a thing, it seems to make sense to (re)introduce coins and the use thereof into fortress mode. Is there a specific reason you are not doing so, the development does not require the economy because the goods the dwarves buy with their money can simply be conjured into existence in the hands of visiting peddlers the same way the caravan's goods presently are? Is bribery going to be ruled out in fortress mode altogether or do you instead intent to have non-money based bribes by which actual goods are given to dwarves; that would seem to require gift-giving to exist normally so as to provide cover for this mechanic.



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Quote from: Codyo Fortress mode question!

The blog mentions being able to "track down" and "send somebody after them" when it comes to villains. Does this mean sending one dwarf, or a military squad to capture a villain? If they can be captured, will they be escorted to one of your dungeon cells?

I'd find it really fun to capture my fortress's nemesis and put him on display somewhere. To ultimately give him some creative dwarven justice.

Quote from: FantasticDorf Carrying on this question: "Can people who have been marked for arrest prior to leaving be pursued across the world map? As in to locate the identity of a were beast or fleeing vampire/villian/opportunistic artifact theif and then return them to the fortress in custody or otherwise."



I guess the devil is in the detail to how informal/formal the accusation whether player set on meta-evidence they know (saw the werebeast transform into the identity they're chasing or discovered the vampire by some means) or deduced from your dwarves witness statements and interrogation are credible to use.



Quote from: recon1o6

Speaking of traps, will Villains be able to start making lairs in our fort if they corrupt including traps, documents etc?



Quote from: Su

will we be seeing armies demand to have specific residents of the fort turned over to them / executed on the spot?



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Quote from: Death Dragon Quote from: Toady One on November 03, 2019, 04:40:09 pm Actions like flattery can increase trust but decrease respect, for example, depending on the personality of the NPC.

Does that mean we can flatter and flirt with any random person in adventure mode?



Quote from: Toady One devlog 7th of november You can fill these jobs yourself with any worshipper you like - we thought it would be too cruel to randomly take one of your best dwarves away.

I think this is too bad. 1: Because I was hoping for entities like religious organisations and craftguilds to be factions inside your fort that you don't have direct control over. 2: The question of if the ruler gets to assign a religious head or not is a classic conflict in history. 3: Because I think it gives your dwarves additional personality when they themselves decide they want to apply for a position like this.



Does manually assigning someone to the priest position cause a negative thought in your religious population similar to how overruling the vote for mayor does when you just manually assign a new mayor, or does assigning a priest work similar to how assigning a barkeeper works with no strings attached?

I assume you're intending to put off the work on the power and influence of these uncontrollable factions inside your fortress to when you get into the status/laws/etc update after magic, right?

Quote from: Vivalas To add to that:



Is it possible that certain organized religions may petition to install their own priest instead when a petition is put through? This would possibly be an additional cool way in which outside agents can weasel their way into your fort, too. Also: what options or actions do villains in charge of a religious organization undertake to further their evil plans. Would an evil Cat Pope or whatever install agent priests all over in an attempt to start a cat uprising or some such ridiculous mischief?

Quote from: therahedwig So priesthood is a fulltime occupation? Do priests do anything in the fort(sermons, consolation, I guess other religious rituals are out of the question for now), or are they like barons and other nobles, in that they are not supossed to work but do because that nowork tag is currently bugged?



Quote from: Criperum

Is there a possibility to start a "war" between two vilians? Especially between player-vilian and AI controlled one?



Quote from: Untrustedlife

Can player necromancers create the new constructed undead that you added a month or so back? What about the intelligent undead?



It would be a little odd compared to the rest of the game for the player necro to be incapable of one of the major things necromancers can do given the way you have treated inconsistencies like this previously(usually from what Ive seen you dont let these sorts of inconsistencies into your game (And I think thats for a good reason))



Quote from: Criperum

Can player create a plot just to use it's powers to fight another plot?



Quote from: DerMeister

How looks harpy and ogre eyes? How ogre and harpy see?



Quote from: Untrustedlife

In the upcoming version evil regions can gloriously spread outwords from necromancer towers. In adventure mode in the current version the player can become a necromancer the player can also use their zombies to build a camp. So will evil regions spread outwards from these sorts of camps If the player takes some time to build up the zombie population?



A while ago you talked about really bad things causing a region to turn evil (whether by sacrificing many creatures with a small age number, or some other terrible catastrophe. Is that still planned and will players be able to do this?



Quote from: Shonai_Dweller

With all this swaying of loyalties going on, have you considered the reverse? Time and again in fantasy fiction, the "infiltrator" makes friends, falls in love and finds his/her loyalties to the Big Boss conflicted. With love, respect and loyalty messing up our critter's brains now, seems like this is quite possible.



Quote from: FantasticDorf

Will we have any meaningful interactions to the dialogue interrogators have with POW's and other non-agents caught in cages?



Quote from: Shonai_Dweller

Can you build temples or temple complexes to specific religions before being petitioned or has the interface changed in the new version? Right now I find that making a temple for each god keeps dwarves happier than having the one all-purpose temple (not scientifically tested). So, I'd probably do this anyway way before any priest asks me to.



Also, do priests and high priests suffer from jealousy over the value of their temple compared with other temples? That still happens with nobles and their room value, doesn't it?



Quote from: Untrustedlife

If i recall correctly adventurer mounts are in the upcoming version. If so, how does one get a mount, do they have to start with one if they want one or is there a way to purchase them? Also , does riding it make you move faster ion the world travel map?



Quote from: Shonai_Dweller

Talking of party set up, did you say you were going to add a save button to party creation like we get with dwarf mode setup? I know it's more complex than a standard "save" feature what with availability of animal people and certain types of equipment and so on in each world, but it would be nice to get a basic setup saved and then just have to tweak the details.



Kind of related to this suggestion:

http://www.bay12forums.com/smf/index.php?topic=173825.0



Quote from: Jack_Caboose

As the mythgen update will add artifacts with actual effects, how far will this control extend in terms of mods? Would it be possible to, for example, have a library of user-defined artifacts (with set names, effects, materials, etc) that will be guaranteed to show up in a world?



Quote from: Untrustedlife

Any plans to increase the depth of the Adventure mode "Bard" playstyle? Social skills are getting alot of new mechanics and I was wondeirng if theres any plans to further improve the performance aspect of this? Rather then just the social part.



Quote from: Shonai_Dweller

Adventurer investigations is still ongoing, right? What's the plan for when you finally track down a villain at the top of the network? How will the player know? I imagine someone playing the new interrogation game for hours while the villain adamantly denies working for anyone without ever realising they're telling the truth. Some pay-off would be nice. Not just, well he's dead, did I win? Did I miss a clue?



Quote from: Untrustedlife

Any plans for improving the currently existing structures like catacombs and dungeons? Will villains hang out in those places if they don't have somewhere better to hang out? Any additional plans for improving them, such as making catacombs more "undead filled" rather then a maze of non-animated corpses skeletons and sarcophagi with the occassional mummy for example could intelligent undead move in down there??



Since some evil biomes spread now could they then overtake a human city/town and inadvertently fill up the catacombs with undead in that way. Could it destroy the town making it a ruin with catacombs filled with undead? Or perhaps be a vector for a new slay the undead in the catacombs agreement. Much like the current attack the tower trouble.



Quote from: PatrikLundell

Do the plans/current work for fortress mode Villainy include any standing measures the overseer can actively set up to stop, or at least complicate, plots, rather than passive measures in the form of reports to the justice screen that the overseer might potentially notice before the criminal has left the fortress?

I'm thinking of things like guards that actually stop thieves/assassins from accessing restricted areas, rather than just note that they stole/murdered the artifact/monarch (while asleep in the bedroom), and anyone raising alarms (rather than just filed a report) when an outsider is seen carrying off an artifact (that hasn't been given away, of course, although I wouldn't mind if some dorfs would eventually be grumpy about that as well).



Obviously investigations would be active, but they'd have to be based on indications, and so doesn't fulfill this need. The fortress has long been short on standing means to protect against (visiting) vampires and spies (I've never actually seen a "real" spy, but plenty of goblin civ performance troupe members reporting back, as seen by invaders bypassing traps).



Quote from: Untrustedlife

Sorry for the large amount of questions this time around, in your talk you mentioned how mannerisms dont really effect things in the current version of df, now that you have added interrogation, will mannerisms come up? Will you add this for fort mode investigations/adventurer investigation? That would make it impact the story Alot. Also when will clapping be added, it is defined in the raws but ive never seen it happen. Unlike spitting which happens all the time.



Quote from: squamous

1. In a previous FOTF you mentioned the DEMON tag would become usable by modders. Would this allow modders to create their own dark fortress rulers or just make demons that live underground? There seems to be a difference between the two, but I might be overthinking things.



2. My memory might be betraying me here but was it mentioned that caravans would spawn in the world now? Not to like actually serve as an economy yet but just travel between towns as a flavor thing. Could I rob them?



3. So necromancers will teach their secrets to willing co-conspirators if their personalities allow it. Would a type of secret holder who does not live in a tower also be capable of gaining disciples? Like, if I were to make a worldgen secret that did not make the user immortal but taught them how to throw fireballs and the like, could that person teach others how to do it? Right now, that sort of thing only happens in towers to my knowledge, so I'm curious.



4. On a similar note, it was mentioned how necromancers could reanimate sapient undead or special experimental monsters, which could gain independence and flee their master to wander the wilderness. Would it be possible to repurpose these interactions for transformed beings rather than reanimated ones? Like for example, say I made a wizard who could transmute corpses into, just for example, elves, would they function the same as a conventionally reanimated lieutenant? Or some other monster. Essentially, would it be possible to create wizards who create new forms of living monsters and races in addition to the vanilla undead ones?



5. What compels an NPC to wear gloves/armwear/cloaks? I've noticed some of them do, but some of them don't. I can't seem to find an underlying logic to it. Is it random?



Quote from: FantasticDorf

Well i dont know if this is a sneaky hint or not regarding whether any subtle changes to unit inventories are being implemented, because that kind of action doesn't really habitually happen, often preferring to keep things they interact with in hands and have a little freakout when they're holding a mug and a object in the other for instance they can't just hook on their belt or put on their person like a player adventurer can with generous inventory.



Very rarely ever swapping or putting on back weapons they're using (opaquely connected to armor layer room space or whether two weapons being stored clash it seems like), and reacting to a very specific situation like crossbowdwarves changing weapon to melee (which can be micro'd like sending them to a training range just to revert back to active crossbow-weapon but its unreliable and single type of weapon dwarves are preferred for novice soldiers).



"If the infiltrators (more to say also covering spies/questers) bring a outfit as part of their disguise or profession attire that's bulk (lots of things already attached and full Armor layer %, posing as a mercenary for instance) and wear the artifact on their way out, have you made any contingency to have them trade equipment or will they walk very slowly on their way out trying to wear a platinum helmet without taking the copper one they had on before off."



I would hope that a discarded helmet, and witness reports of the dwarf/agent wearing a stolen helmet would help piece together a unanimous decision from the kind of meta-data the player sees about ownership and the gui stuff being chucked around under the improved system. But i don't think anybody really knows yet at what stage dwarves will get suspicious of the agent's intentions.



Quote from: PlumpHelmetMan

Do you think it will ever be feasible (post-mythgen, of course) for a player's various DF worlds to form a sort of "multiverse" similar to that of D&D? In the sense that different worlds generated within a single dataset could be connected in various ways and perhaps even have magical travel between some of them be possible? And if so, is this something you would actually have any interest in pursuing (which is perhaps the more important question)?



Quote from: Untrustedlife

One last question, more of a fun one. How much were you inspired by daggerfall? The impact on adventure mode is palpable. And in my opinion thats amazing.



Also when will you add openable/enterable windows in adventure mode so we can do a cat burgler style thing in order to enter the villains tower or something? by like climbing the wall then entering the window.



Quote from: scourge728

Is something going wrong behind the scenes that causes the forums to keep going down?

