Quote from: Nopenope

Could you give more detail on the exact mechanisms behind tantrums/depression/stumbling around and the resulting insanity? (Not talking about strange moods, which are already extensively detailed) Like, what are the exact stress thresholds to reach, successful rolls to pass, relevant personality traits (beyond the already known propensities), effects of mayoral consoling, and so on?



Quote from: PlumpHelmetMan

With the myth release, will the prayer system in adventure mode be changed so that when you talk to your deity in a high-magic world, the deity might actually respond (whether by physically talking back or through some sort of "sign")?



Quote from: Kiloku

Will we ever be able to make foreign weapons such as pikes, morning stars, lashes etc. in our fortresses? Maybe a way for the group (or maybe just individual dwarves) to learn how to make them somehow?



Quote from: seht

What's the current difference between world generation and world activation? As in, what stops with the former?



Will vampires and necromancers automatically be villains, or is villainy something that follows from personality traits?



Quote from: CaptainArchmage

Is it going to be possible to send out your dwarves to build tunnels and roads (off the map), or will that have to wait until after the map rework?



What were the parameters for generating the dwarven language (i.e. seed)? Sorry to ask but it would kind of help to be able to err... "fill in" certain... missing words.



Will it be possible for, say, hostile religious cults to take a hold or carry out their conspiracies within your fortress with the upcoming release?



Quote from: Shonai_Dweller

I assume when you get there, Fortress Mode will also be getting some kind of villain knowledge screen, right? Will it be possible for visitors to share their knowledge with the Fortress, somewhat like the info the Outpost liasion gives you? I assume there aren't any other detectives in the world for now, but it'd make sense to be able to get at a retired adventurer's knowledge and perhaps that of previous fortress inhabitants too?



Quote from: Novel Scoops

As you increasingly create features that every roguelike would want (a legit combat system, say), can you open-source those particular bits of code?



Quote from: acastells

We will see plots against our adventure mode party ? I mean, we are going to expose a lot of criminals so its logic they want to assasinate us.



Quote from: Jack_Caboose

Since a map rewrite is coming as part of the Big Wait, are there any plans to make sites less-hardcoded as a part of it? For example, having player-defined sites and buildings as options for civs other than hillocks, fortresses, etc., or the option to generate player-defined buildings similar to megabeast shrines that can have custom loot or creatures?



Quote from: Su

Meph's commercial tileset seems to be coloured by hand rather than using the classic tileset's automatic recoloring.



i'm hoping to create an extension of the classic tileset using unicode symbols, but i don't have the time or energy to make copies for all the different colourations of each symbol, so: will the new tileset features be compatible with the current release's automatic tile recoloring?



Quote from: Phenoix12

1. Will we be able to set plots in motion during fortress mode. Such as appointing a dwarf to something akin to a spymaster and having him go out on mission to create plots for us. Like assassinating the leader of the elves. Or tricking the humans into going to war with the elves.



2. Will we eventually see even more complex and crazy plots and schemes. Love to see some xanatos gambits show up in some grand evil plots someday. Or even plots learning of and taking advantage of other people's plots for their own gains. (Like some 'hero' finds out about a plot to kidnap the son of the king but instead of stopping it he secretly sets his own plot into motion to allow the kidnapping to succeed only so he may later go 'rescue' the prince and return him to gain respect and political favors.)



3. At this time the only reason anyone wants to learn a secret is because they want to be immortal. Will other the other reasons to learn secrets eventually get their day in the sun; like 'wanting to rule the world', etc.



Quote from: Beag

1. Will there be a chance that new races created by demon or necromancer could have inborn special/magical abilities?

2. Will more legit organizations such as site governments, merchant companies and mercenary companies also appear in the organization tab in the intrigue menu?

3. If the player joined a group present in the organization menu would they appear on the graphic?(Currently it is possible to join bandits and criminal groups at least at an entry level).

4. Will special buildings like guild halls also appear in generated human settlements?

5. Will any of the new special buildings appear in elven settlements?(Unlikely I know but I thought I'd ask.)



Quote from: Bydth

With the Improved Sieges subfeature, will the skills, attributes, and facets of histfig siege leaders affect the behavior of the invading forces?



Elaboration:



So a leader with high Military_tactics will steer their troops around and under marksdwarf fortifications, coordinate and synchronize assaults, manage fighting retreats, and judiciously use sapping/building, while a leader with poor Organizer will have their forces show up piecemeal lacking provisions and equipment? Perhaps a general with high leader and social skills sends their soldiers into battle fed and motivated, rallies panicking squads, and marches troops though narrow passages in formation, while a incompetent moron with high stress vulnerability will delay in extricating their troops from the ballista battery, call a retreat that collapses into a rout, lose half the army to axedwarves while re-enacting Three Stooges routines in the stairwell, take for granted the main gate remaining open, and die alongside the last of their soldiers in the trade depot as the siege engines finally arrive? Have a system where geniuses can make huge mistakes (Napoleonic invasion of Russia) and mediocre generals can have stunning successes? (Henry V of Agincourt fame)



Quote from: alan8325

Couple questions on the map rewrite:



1. Will we get multi-level furniture? For example, grand doors that are 2+ z-levels high and multi-block statues, similar to trees?

2. Will

Spoiler (click to show/hide) Hell





Quote from: Renarin21

Will there be "semi-public" organizations? For example, a kingdoms counter-espionage department, which might be publicly known to exist, and might have some members who exist to communicate with people not in the organization, but many of the members are unknown to people not in the organization.



Quote from: Thundercraft

Now that we have the ability to retire and unretire a Fortress, will we eventually gain the ability to pick and choose a selection of dwarves, animals, resources, weapons and tools from our current fort in order to chain-embark to go found a new site somewhere else? Will we eventually be able to bring certain animals on embark from our breeding programs that have been painstakingly bred to be, e.g., larger or taller than average or with certain color traits? Could we, one day, even embark with an artifact from our old fort?



Also, in fort mode, will players eventually be able to trade artifacts, at least between sites within our fort's civilization?



Quote from: AliceRed

You mentioned one of the dice effects is a syndrome which turns your adventurer into an animal. Could this lead to the ability to make creatures which only reproduce by turning other creatures into more of them in gameplay? Curious since aside from Vamps and Werebeasts I believe that only exists in worldgen right now, and is a very common fantasy trope.



These new horrific necromancer/demon creations, are they likely to be one of the things modified by the tone meter you mentioned for future, myth and magic versions of the game? If so, I'm increasingly excited to see what that meter is like turned all the way up in a few years.



Quote from: voliol

Are vampire/werebeast turning (not by curse) and night troll kidnappings considered "villain plans" that will be properly implemented by these beastly villains post-worldgen? Or have you advanced past the stage of adding villain plans, and they were not added when you did?



Quote from: Doorkeeper

I hope the FDG conference went well Toady. Do you know if there will be a public archive of your keynote presentation?



Quote from: falcc

As of right now, rumors get cluttered up with "so and so was attacked by small animals" and the histories are full of "so and so attacked so and so, though the latter escaped unharmed." In the coming releases, will dishonest assassins be bribeable, and will they return with the rumor that they attacked their target, but they got away? I know lies would be extra code, but these rumors are already spreadable.



Also,



To what extent are the endless conversation topics about being attacked by animals that immediately run away used? Will telling these stories to the elves make them mad, under the hood somewhere? Do companions use these attacks to determine if you're taking them towards glory or death effectively enough? And are any filters planned before the big wait?



Quote from: Hapchazzard

With all these new fancy intrigue mechanics, do you reckon that adding in proper secret societies won't take too much effort down the road? As I see it now, the main thing that's missing is having them have motivations beyond generically amassing power, and letting them form a more formal hierarchy as a direct evolution of the current agent networks and such.



Quote from: Severedicks

Will warehouses/trading companies, mercenary companies, guilds and new religions will be relevant in fortress mode (in the form of visitors, religions getting founded at your fort, merchants establishing trading posts, building shrines, etc.)?



Are bandit forts, monasteries or mercenary headquarters considered sites that you can raid, loot, raze or conquer?



Why were castles pulled out?



Can the fortress player make alliances with other civs?



Can intelligent undead arrive as migrants or visitors?



Quote from: Nibblewerfer

How do adventurers turned into animals by bad dice rolls not starve to death?



Quote from: Real_bang

Would cursed adventurers after turning into an animal and back heal their lost limbs like the werecreatures?



Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8011121#msg8011121 Yeah, I don't think there's much point. It's broken. A giant mechanical rundown will probably take as long as just doing another pass at fixing it.MrWiggles: http://www.bay12forums.com/smf/index.php?topic=169696.msg8011114#msg8011114 Yeah, as MrWiggles says, various such matter is on the table. Deities might be wandering around, or all the way over to some form of inscrutable half-communication.MrWiggles: http://www.bay12forums.com/smf/index.php?topic=169696.msg8011170#msg8011170 feelotraveller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8011540#msg8011540 'Ever' is a hard word, as usual - it certainly becomes more and more reasonable, as we now have things like residency petitions and large-sized clothing and all that, such as it is. But it's not a priority up to the magic release for sure, and beyond that anything is hard to say.There's a lot of stuff that still doesn't happen after world generation, the core being world-wide production and trade. There are tons of numerical stockpiles in worldgen moving around that hardly matter afterward, but once we get to that, it'll suddenly be very useful to have it around.Syndrome critters that expect to be persecuted start to form plots, and due to the unnatural aging of both those statuses, this includes vampires and necromancers.golemgunk: http://www.bay12forums.com/smf/index.php?topic=169696.msg8012965#msg8012965 MrWiggles: http://www.bay12forums.com/smf/index.php?topic=169696.msg8013252#msg8013252 Inarius: http://www.bay12forums.com/smf/index.php?topic=169696.msg8013357#msg8013357 Bumber: http://www.bay12forums.com/smf/index.php?topic=169696.msg8013455#msg8013455 PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8013604#msg8013604 There isn't a specific plan to do explicit road building off-map before the other stuff.The seed doesn't really matter here, since it is reset whenever I generate a few new words at a time, but just the allowable combinations of letters and so forth. The frequencies don't even matter since we choose the words by hand from among the generated words. I don't have it handy, but you can probably reconstruct the allowable combinations from the existing word set, and just work from there. It's not very complex currently.Cults: Yeah, we haven't gotten to the fort bit, and we're going to try to incorporate what we can of all the villainous activities. The main thing to do is just to make sure we have the basic interactions and counterintelligence, but the more side systems (like the religion, merc, trade, guild, etc.) bits, the better. But time will tell, since there isn't a lot of it.Yeah, we're thinking it's all going to be part of the justice screen, a new counterespionage/intrigue tab or wtvr, possibly administered by the new counterintel position-holders we have from world gen, or else by the sheriff/guard captain. It'll probably be just like the adventure one, since that's shaping up well. Information from travelers is important for it, whether rumors or from actual interrogations. New more-permanent immigrants to the fort would also have data, yeah, and incorporating that seems reasonable enough, and that'll have to be meshed with the fact that they might be one of the bad actors themselves.Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8014557#msg8014557 Yeah, it's a hard thing to figure out. Open-sourcing the whole thing is not possible, for a variety of reasons. If the Steam release works out well enough that some (but not all) of those reasons go away, then releasing pieces becomes slightly more feasible. The interconnection, as Shonai_Dweller mentions, is still a problem, but it's less of an issue in some cases. We've been talking about this internally, but no plans have gelled - and it's still too early to assume we'd be able to act on them.therahedwig: http://www.bay12forums.com/smf/index.php?topic=169696.msg8014565#msg8014565 Yeah, as therahedwig writes, resistance against investigation will certainly cause this to happen (and the frameworks for that are already in from all the w.g. plot stuff/vendettas.) More broadly, I'm not sure what other reactions there will be yet.PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8015356#msg8015356 We're going to try to line up the technical side of it, yeah, and that'll probably involve some case studies. I'm not sure how far that means we'll have to go at first -- rewrites for the game tend to go deep as we yank the mechanics out of the ground and they just keep connecting up to stuff that also has to go. We've been lucky that stuff like forgotten beasts as played so nicely between the hardcoding and the raws, for instance, but the tough part of hooking them up hasn't happened yet. We'll be seeing some of the hard work on the sites, I suspect, and it's unclear precisely where it'll end up. My eventual, difficult goal is to get all the procgen out into text or scripts, somehow.Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8015588#msg8015588 Su (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8015772#msg8015772 Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8015886#msg8015886 PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8016022#msg8016022 Yeah, it's too early to make promises on this, but the plan is to not lose any existing functionality, just allow the various cool new bits. All the same, if the recolor were to go, an auto-recolor utility that just made the compatible tileset for you from your grayscale one would probably crop up before long.PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8016210#msg8016210 1. PatrikLundell is correct about this - we'd like to implement as many of the plots as we can for players to do in both modes, but there will likely be certain holes just based on random reasons or convenience that we'll have to loop back to later2. We hope so. It'll have to wait of course, but we're closer now than we were before.3. Part of the thing currently is that the game doesn't parse secrets very well or understand too much about what they are for. So if they have like a combat ability increasing power, it just wouldn't be able to put two and two together on that. The current new reasoning is in the desire to be immortal; that happens for a variety of reasons now. This will likely all be blown open once there is more to learn in vanilla DF.PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8016473#msg8016473 Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8016497#msg8016497 therahedwig: http://www.bay12forums.com/smf/index.php?topic=169696.msg8016568#msg8016568 1. Yeah, given the undead lt powers, this is sitting right there on the table. I actually don't remember if I did some minor ones or not, and it strikes me as more fun not to check.2. They already have the entity tab, but we are considering an additional information bit there as it relates to access, to the extent that transfers over cleanly from worldgen. It's much harder to enforce access restrictions in adv mode, as the adv and the target are just wandering around, and we don't have a good guard system yet.3. I think so, yeah. I don't think there's a check that keeps them off.4. Yeah, those are done. They aren't special, but they do have little guild-specific masterpieces sitting around and stuff. Can still use a lot of work, but it isn't a priority now.5. They have a 'tree' for them, but it's as half-assed as usual.We're not sure exactly what's going to happen there, but since those skills now exist, and are used off-map, it would be nice to get some use out of them in local play. There just isn't enough for them to work with currently. If the added tactics give us enough wiggle room, we'll finally be able to consider it. Making believable AIs of different skill levels requires a lot of effort, and we don't even have the building blocks yet.golemgunk: http://www.bay12forums.com/smf/index.php?topic=169696.msg8017268#msg8017268 PlumpHelmetMan: http://www.bay12forums.com/smf/index.php?topic=169696.msg8017271#msg8017271 PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8017284#msg8017284 Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8017288#msg8017288 1. We have a long list of things we'd like to support, and this is our next big (and perhaps final?) crack at a real good map rewrite, so we'll likely try, or at least see what we really need out of furniture in the long-term (as opposed to just using multiple map tiles and the 'moveable fortress' model.)2. Depending on the cosmology, it would be a different plane of existence (which would match how it currently works with the change to the sky description in adv mode when you are down there.) There are plenty of examples of those types of places which are just down below though, so I imagine both will be supported.That sort of happens, but it isn't precisely as formal as it would need to be to count as a 'yes', maybe. For instance, there might be a 'keeper of seals' in a human civ, who is publicly know to be a kind of spymaster/counterespionage official, and then they have agents that operate under identities, and also some schemes in place involving less formally linked characters, and also the power through the guards to arrest people and interrogate them. But there's something about the (lack of) coherence and certain naming that makes it not feel quite exactly like the 'secret police' or whatever other analog, though it might be a bit closer by the time we're through with the work on the in-play stuff.Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8017742#msg8017742 Thundercraft (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8018876#msg8018876 With the 'c' screen stuff, we've certainly taken slow steps toward various interactions with the world, and this release is continuing to add to that. As for those specific examples, I have no idea.We didn't get to various artifact transfer stuff that's been in the notes for a long while. Sometime this may happen, but I have no idea when.voliol: http://www.bay12forums.com/smf/index.php?topic=169696.msg8018316#msg8018316 Night trolls also basically work that way, though it doesn't use an interaction effect. But yeah, in some technical sense, you could already do this in the currently released version probably, but the game still doesn't understand how to make it consistent and happen throughout, and to abstract populations.Tone slider: Yeah, exactly - the basic experiments would definitely be in the 3-4 range, on a 5 point scale, maybe even a 5 if they are described in detail. Hopefully we'll see some good progress with this after all these years, with the myth/magic stuff on the horizon.Turning agreements are part of the new intrigue relationships (part of the overall additions, but not exactly a plan/scheme specificially right now), and troll kidnappings are still over in pure beast AI behavior. So the former is more likely to make it into the play modes, though the post w.g. troll stuff is also one of those things we'd been kicking around since we already the pieces in place.We tried to have somebody record it last second, but the lighting and audio just didn't work out. I'll probably put up my slides in the coming days.I haven't done anything with bribing assassins. It is interesting, though, yeah, about which sorts of lies would have a larger memory footprint than others, and which lies can be easily contradicted or have many, many forms overlapping. I agree an isolated fake incident lie would be easier to control if it didn't happen too often, though even in this case, we'd need to handle you asking the not-actually-attacked target about it (who would know that the attack did not happen), and then having two versions of events stacked.Doesn't come up, I think. And I don't have plans for it in the near-term, though things that are strange or confusing are all on the (very large) table for the Steam release, in terms of usability. The overall issue is just that combat is treated as an 'incident', and sometimes that matters, even with small wilderness critters, because they in fact might injure you etc., and so the structure needs to be in place, for a nebulous amount of time. Just need more work sealing them off and deleting them if they come to nothing.Yeah, there are lot of things which'll be easier now. This all branches out into diplomacy and sub-groups and so forth, and we'll just continue adding stuff bit by bit.Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8019444#msg8019444 PlumpHelmetMan: http://www.bay12forums.com/smf/index.php?topic=169696.msg8019446#msg8019446 MrWiggles: http://www.bay12forums.com/smf/index.php?topic=169696.msg8019589#msg8019589 I haven't gotten to fort mode yet, and we'd like to bring in as much of the non-villain side material we added to world gen over to fort mode. But we won't get to it all. So we'll see! This holds for alliances as well as the new entity types/stuff. But yeah, those sites are all targetable.Castles removed, way back when? I don't recall if it was when I added the land-holder position stuff? It was some minor complication. Then, after all the changes over the years, that wasn't even an issue when I came back to it. The code was already in place or totally easy to change, and I didn't even notice what was holding it back before. This actually happens quite a bit. Frameworks just get more robust as they are used (is the hope.)If the intelligent undead is free of its necro entity, then yeah, I don't think there is anything stopping them. There is a sense that certain strange things will happen, and I guess we'll deal with them as they arise. It seems fun, but there'll probably need to be a dampenening of certain ridiculousnesses.Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8019988#msg8019988 JesterHell696: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020008#msg8020008 Nibblewerfer (op): http://www.bay12forums.com/smf/index.php?topic=169696.msg8020018#msg8020018 ZM5: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020032#msg8020032 Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020033#msg8020033 PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020054#msg8020054 Shonai_Dweller: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020058#msg8020058 PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020246#msg8020246 Bumber: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020408#msg8020408 PlumpHelmetMan: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020440#msg8020440 Ah, I put in NO_AGING since there might have been an issue from short lifespans, but yeah, I guess you should be able to root around in the garbage more properly or else not have to worry about it.PatrikLundell: http://www.bay12forums.com/smf/index.php?topic=169696.msg8020054#msg8020054 Ha ha, in this case I think PatrikLundell is giving us too much credit. It's hard to map one-to-one wound transfers, or we would have done it way back in the werecreature case. We did ponder what this would do to the frequency of supplicants, the 'worth it' healing of doing the transform, but didn't actually tackle the matter. Just another note which may or may not be acted upon. As with many things in hindsight, I think at least saving the wounds for the transfer back was actually not such a hard problem, so that could still happen, and would likely affect werewolves as well when it's done. If it gets done.