Quote from: Mort Stroodle

1. You've mentioned sphere-associated regions replacing good and evil regions. Can we expect ALL of the existing spheres to be represented in there (not in the same world necessarily, but all in the pool that the game chooses sphere regions from)? Some seem obvious like death-associated regions having the current evil region effects of reanimation or other nasty weather, some spheres could lead to cool things like dream-associated oceans, but some spheres don't seem to make as much sense for this system. A forest associated with "oaths" or a desert associated with "rumors" are hard to come up with magical or otherwise interesting effects for. Can we expect less interesting spheres to be omitted? Or do you guys think you're creative enough to be able to come up with interesting enough effects for all of them?



2. On a similar note, are some magical artifacts going to be similarly sphere associated? Will it be possible to have a revelry-associated magical scepter, or an agriculture-associated armor stand, for example? There's a whole bunch of spheres so it seems crazy-ambitious to try and come up with world region and artifact effects for all of them.



3. You've talked about changing the underworld into something completely different on a per-world basis, based on procedural myth stuff. Are there plans to try to preserve the "digging too deep" ending of the game between worlds in spite of this? I always kind of liked playing devil's minesweeper.



4. Since there are going to be new origin myths for different species, where does that leave the relationship between goblins and demons? Are the narratives just going to be twisted to fit the current status quo (ex: goblins were created when the gods cursed the dwarves, then a demon grew from the primordial fungus pits and enslaved the goblins) or is it going to be more dynamic, where goblins might not have had a demon master at all depending on how they came to be? If demons aren't necessarily a package deal with goblin civs anymore, might intelligent demons be able to manifest in the normal world during mythgen of certain worlds through some other means?



5. Since regions and magical systems are now going to change dynamically over time, is the myths update going to include a way to have a world re-enter world-gen after you finish a fort, in order to generate more history before playing again? Seems like a lot of effort to make things dynamic is going to waste if the average playtime on a single world doesn't last long enough to see those effects progress much. It would also be cool to see how wars and civilizations change over the long term based on the actions you made in your fort.



6. You've talked about players having to make decisions about whether they want to use an artifact, given the harmful side effects they have, like a staff of fire that pulls your fortress closer to the fire plane and causes everything to light on fire. How do you plan to communicate information about their uses and risks to the player? In some cases where the downsides aren't too horrible and it's not too hard to figure out what's going on, just making the player experiment and try using it could be fun, but the stronger the negative effects are and bigger the consequences, the less likely players will risk it at all. It's not worth playing with the Flaming Obsidian Mug of Lebesnóton if there's a chance it might fill your fortress with magma because you don't know what it does in advance.



7. How might players actually use magic in fortress mode? You've shown screenshots of the myth gen describing how dwarves could sing or speak a word or whatever to make some kind of magic happen, but right now we can't force a dwarf to sing or speak a word on command in fort mode. Will we be able to control when and where a particular dwarf uses a particular kind of magic? If some magic artifacts are clothing, will we get functionality to force a non-milita dwarf to wear a particular piece of clothing as well?



8. You've talked about religious sects forming in your fort and demanding certain things, like nobles. Is this system going to be integrated with temples or magic? I'm imaging a system where building a grand, high value cathedral for a cult will increase the success of their worshiping and rituals, improving your relations with a deity, which in turn could grant you strange moods to produce magical artifacts, blessings of good harvest/success in battle or other such benefits.



9. Similar note, right now dwarves can worship megabeasts like gods, presumably to appease them so they chill out and stop destroying everybodys cities. This doesnt actually do anything at the moment though. Might this relationship be expanded upon? Do you think we might actually be able to keep forgotten beasts at bay by worshiping them? Or maybe even convince them to attack your forts enemies? Or do you guys like the one-sided worship as it stands? It is kind of fun to think of dwarves desperately trying to appease the eight-legged bismuth porcupine that doesnt care about what the dwarves are doing at all, and just wants to kill everything.



10. Youve mentioned how worlds without magic will still have origin stories, they would just be fictional. Does this mean that worlds which DO have magic might also have fictional elements to their myths? Such as false gods, magical rites which do nothing, artifacts which are said to have certain magic effects but actually do nothing, etc. Would the players have an easy way to distinguish between fake magic and real magic, or would experimentation be necessary?



Quote from: Fatace

1. When the new Magic System comes out, will it be customiseable for modders to add other magic related things with raws?



3. If we have a Werebeast in our fort and send them out to a hillock, will they eventually worm their way back to fight or cause problems in the hillocks?



Quote from: Beag

1. One possible magic effect that has been mentioned is mind control. When it comes to player adventurers being mind controlled how will the loss of player control be handled? Will the player get to watch as the magic user controls their body?

2. Will there be cases of non-complete mind influencing magic where the magic user suggests for a person to do something? If so, if a player adventurer is subjected to it how will the partial loss of control be handled? What mechanics will be in place to ensure they obey the non-dominating mind magic?

3. Once the myth and magic update starts being released will there be more types of weaknesses for night creatures, cursed individuals and corrupted magic users? Currently were beasts are weak to certain metal weapons. Will stuff like holy symbols, natural terrain features and certain times of day be possible types of weaknesses?

4. Will types of curses be generated at myth gen or when the curse is given? Will generated curses have their weaknesses set on generation or will the weaknesses vary from curse to curse within the same type of curse?



Quote from: iceball3

As worlds become increasingly procedural, how do you see greater geological formations being impacted? Will any number of worldly influences cause the existence of more esoteric layer stones, for example, or will the procedural occurrences of the world make our planets particularly "Earthen" in all it's lands? Assuming players do not mod in bedrock formations that would otherwise make the world different, of course.



In the event that stone layers and similar mineral formations occur that are not what you would see in real life, how do you see handling it? Will stone layers be created by probable cause (such the present known terrestrial and extraterrestrial formations, as well as preset fictional minerals reasonably expected to be caused by things that influence stone layers in a consistent way during mythgen or otherwise), or will there be a subcategory of rare procedural minerals that are generated in tandem with whatever could influence it?

An example of the first case of the second question: Slade. In particular, it forms as a mineral layer as a result (or related to) the existence of air pockets beneath the crust.

That makes me think of another question.

Do you think slade would be a subject of interest for our magic-researches to be in the post mythgen eras? Or is slade in particular intended to be completely unapproachable, resistant to any mortal effort to glean useful information from it?



Also, at the end of the day, does your vision of slade have it as being truly indestructible? Specifically, in dis-regard to reachable game states, would there be a force in the universe that can damage or otherwise handle slade? This is more of a lore question, as the question of whether dwarves can do it might lead to my favorite slade-carving maybe-glitches being fixed, hehe



Quote from: Urist McVoyager

Were the issues with local administrations abandoning the sites we conquer potentially caused by a skills issue, like the local administrators just not having enough discipline skill to stick it out with the threat of insurrections brewing? If so, will we see that facet kept, where cowardly administrations might actually abandon their holdings and come crying back to us with excuses for leaving?



Quote from: Su

will you be fixing insurrections this release cycle, or do you plan to return to them some time after myth and magic?



Quote from: Charizard

Do you use a profiler to find performance problems?



Quote from: Death Dragon

What is the difference between "vassal" sites and "economically linked" sites from a gameplay point of view? Economically linked ones are the ones that peacefully align themselves to you, right? Will they have the same functions and uses as normal vassal sites or do you plan on making them more different, giving them other uses or limiting them in their uses compared to vassals?



Did you already decide what you'll work on in this coming month? Will there be more improving/fixing/tweaking of the site administration stuff for now or will you jump straight to one of the next things (villains/adventure mode parties/mounts/etc)?



Did you and your brother come closer to a conclusion about how you'll handle mounts in the game? There were some interesting game design questions in the past about the implementation of mounts and because you said they are potentially one of the next things being worked on I was wondering if you have a better idea of what you want to do with them by now. For example: How to balance player control vs the animal having its own mind and also whether mounts will come to fort mode before the big wait or adventure mode only for now? If nothing changed in regards to the design of mounts, just answer "nope".



Quote from: FantasticDorf

Toady, I believe it was mentioned somewhere on the changelog that you implemented a fix to address county titles not upgrading themselves according to nobles, are you still satisfied with the active jobs quota for county title "level up" and state of the county system in general now that other civilization factors are coming into play or is this currently pending your attention later on in development? Your thoughts on the matter would be interesting



Quote from: pikachu17

What happens if during a raid, someone holding an artifact dies, either one of your soldiers or someone of the raided place?

Also, when you explore a cave or lair, they don't seem to find dragons and other megabeasts. Why?



Quote from: Witty

Right now, all subterranean water sources are huge pools of stagnant water. With the underground rewrite that's been hinted to occur around the mythgen update, will we see a return of flowing underground cave rivers?



Quote from: scourge728

What is the range for "nearby" sites joining you?



Quote from: JesterHell696

How mod-able do you intend the first pass of the myth gen and magic to be?



I ask because in the suggestion forums it was suggested that the first pass was going to be less/un mod-able.



I know that what is intended might not make the finale cut but as someone with a desire to mod in a specific magic system (Dominions 4) I'm really curious as to what the "goal" is in term of mod-ability.



...



I only hope there is enough player control to not be force to accept a magic system we don't like.



Quote from: JesterHell696

Do you think dynamic combination of magic will be possible with magic, an example being mixing water and fire magic on the fly to create steam or fire and earth to create magma or would such combinations need to be predefined?



Quote from: Shonai_Dweller

Famous historical warriors stop using their weapons the moment they name (and decorate) them. Is this intended (It's now hanging on a wall never to be used), something unfinished for later expansion, or a bug? It's kind of odd having all these legendary single kill weapons around. Also worldwide artifact production from all races (except dwarves in player fortresses) stops after initial worldgen. I reported it as a bug, but is it?



Quote from: Inarius

do you plan to add non-lethal madness ? Something like, talking about strange things, OCD, hallucinations.



Quote from: Urist McSadist

Why is it that bridges are indestructible?

