Quote from: squamous

1. Could we expect the ability to fast-travel through dark pits/caves if they are inhabited by friendly creatures in the near or far future? What about fording rivers or climbing mountains, though those might be tied to skills like swimming and climbing.

2. What exactly is the current reload time for bows and crossbows? Is there a difference between the two?

3. Would it eventually be possible to adjust the parameters of cave civs to create sites that are less labyrinthine? Sort of like the current worldgen settings for cavern passage density.

4. If [LOCAL_POPS_PRODUCE_HEROES] is added to an intelligent creature set to only spawn as the pets of an existing civilization, will fully-fledged civilized creatures be drawn from that population of pets, or is it required that they spawn in the wilderness to join a civilization as a proper member?



Quote from: thvaz

Apart from being replaced by equal or stronger events, do long term memories fade over time? That is, they lose strength over the years to give the chance to other not so strong events to replace it in that long term memory spot?



Quote from: golemgunk

Are memory slots going to be tied to the Memory attribute?



Quote from: Shonai_Dweller

I think most people can imagine at least 8 horrific things that could happen over the course of a couple of years in-game, but what are potential long-term good memories that might help sooth a poor dorf's life? Getting married, having children, crafting ones first masterwork (possibly), being elected mayor (maybe), what else?



Quote from: Lordfiscus

1. Will you be able to reverse undeath in the future? Or, in the case of sentient race's corpses, will undead/thralls be able to have their minds restored? Could one have a thrall fortress, then?

2. Will "Magic Missile"-type spells exist? How effective will they be, if not analogous to crossbow bolts/arrows?

3. I've heard that casting will be song-based from other users. Will this be the only way to cast spells, or will there be more classical methods, a la wands/books/staves/talismans? Does the material used to make such items affect casting functionality? Could a metal casting tool double as a bludgeoning weapon? Will one be able to make dual weapons/casting tools which the user alternates based on distance to target/threat severity?

4. What is the malus to using casting, if any? Is it simply how many times you can use a casting tool/ability per action? Like if it's song-based, the number of mouths on the creature? Or will there be a mana/focus/essence count that depletes as spells are used?

5. Can spells be fired through fortifications or is there a chance the projectile will hit the fortifications as it moves if too large, possibly setting off spell prematurely?

6. Can casting devices be made, a la ballistae or catapults, or even traps?



1. Will mind-affecting spells exist? Includes: Memory-alteration/removal/inclusion, intelligence reduction/increase, raising/lowering the speed at which dwarves become proficient at their craft, and writing curses on walls that compel readers to read the information on them and convey it to others, repeating the curse's effect. Also possibly something inducing berserk states.



Quote from: thvaz

Will we have the framework for raiders expanded somewhat while you are working on off site armies? For example, sending provisions/cargo animals for the loot, etc . Or this is going to be developed post magic updates?



Quote from: Disgrunt

How will priests, and the role they play in different cultures, intersect with the Myth/Magic update? Will priests have access to some kind of magic or divine powers? Will players be able to become priests?



Quote from: PlumpHelmetMan

Do NPCs in adventure mode ever reflect on their memories when you ask them about their emotional state?



Quote from: ShinyandKittens

What will portals do? Can they be two-way transports to other locations, or a thing that creates new creatures? Can demons emerge from them? Can they appear in fort mode and summon vermin? Can they be summoned manually? How? Lots more questions



Quote from: Goonts

With the myth and magic arc will choosing a demigod adventurer affect the way the game will be played in any new ways?

Like will choosing demigod actually give you specific divine parentage? Of course this would rely on the setting, but could you be given powers based on your parentage?

Or will the demigod setting just be renamed to something else, or simply kept as is with no further affects other than increased attribute and skill points?



Quote from: Oreos

When planes are released will the location of hell be able to change in world gen?, and if so will the spires be replaced by portals to the plane of hell?



Quote from: Egan_BW

Is it at all disturbing to implement the system that will allow countless tiny bearded people to remember their traumatic experiences for the rest of their lives?



Quote from: KittyTac

Will we be able to introduce violence to normally non-violent worlds?



Quote from: iceball3

Hey Toady, how often are historical figures pulled from sitepops in worldgen, and in what conditions? For the most part, this question concerns full grown adults being pulled into existence without known lineage, in particular, or is there retroactive lineage generation?



Relating to the first question, what sort of balance do you wish to strike from the following two directions?:

-That frequently pulling adults into existence during worldgen is immersively destructive, due to the sheer amount of individuals who seem to exist with no historical relation to any individuals, and no family to direct the course of their actions in any way.

-That infrequently pulling individuals into existence during worldgen can cause issues in that tightly knit family trees have much more involvement in everything that occurs in the world than anyone else, and that their limited numbers can cause issues if a significant amount of them find vital roles not their calling. That it is also difficult to counter this due to the limitation of the drag on worldgen that excessive historical figures causes.



Quote from: ShinyandKittens

About one-way portals, will there be Necromancer-like raids coming out of them? Kinda like other realm stuff. It would be intimidating to see a field of portals opening, summoning a creature, and closing.



Quote from: saharo

1) With the Myth&Magic system, will we see magical auras? Like the Surrounding system, an area might also be associated with a Myth, and exhibit properties of that Myth. Let's say the Myth generation creates a connection between ice, lizardmen and silver (I will call these spheres), and an area highly aligned with this Myth would be colder, show often snow, ice formations, lizard-like creatures, abundant silver veins, silver colored trees, and in general entities associated with those spheres.

2) Again on this aura concept. Will we see the properties of an area modify the value of its surrounding? E.g. a fortress with a shrine to a God: will the influence of that God increase with the prayers? Will we see anything like of building a fortress in an evil biome and trying to create and expand an aura that opposes the evil biome and having the evil biome effects less strong closer to the church?

Always on this, let's say there's an area with a verdant pine forest and full of bears, and the Myth generation creates a connection between a lightning god, bears and pine trees. Given how the area "looks like" that Myth, will the association of this area with this Myth increase over time, and see the place get more lightning storm, flowers that give you a shock if you eat them, then magical creatures of lightning and so on?

3) I see dwarves being more and more creative, telling stories, playing make believe, now even writing fiction books. Will this be expanded to fairytales? And could very famous fairytales have a concrete effect on the world, and be part of some sort of Myth generation during game time? The idea being that fairies inhabit the world of imagination and a strong believe can summon the fairies to the real world. Sufficient people telling the story of the big bad wolf living in a certain cave, has the effect of actually bringing a big bad fairy wolf to that very cave.



Quote from: Rubik

Having said that Now that we are gonna get assasinations and kidnapping missions in all modes, is it the time to make knocking out and dragging unconscious enemies possible?

If it were, will the also upcoming medical stuff in adv. mode include sleep/alertness inducing herbs to poison enemies?



Quote from: ZM5

In regards to conveying information more openly in adventure mode, do you intend making NPCs convey their emotions in more ways than merely stating them? I.e smiling when making a good deal, shrieking in pain when taking damage, or some of the mannerisms that are currently described only in fort mode? Would be fun to encounter the occasional hysterical bandit that loudly screams when lightly tapped. Or the psycho who grins as he/she is getting stabbed.



What about nobles? Would they say what they're nobles of? I often find an issue with various bandit leaders not really stating what they're leaders of, making it hard to tell if they're really relevant enough to bother with, same with other nobles - would be a definite improvement



Quote from: iceball3

Concerning the more isolated and obscure intelligent species, such as gnomes, pixies, merfolk, satyrs, etc... Will the first pass of the mythgen update have any affect on these specie's organization (roaming tribes, et cetera), and to what extent do you see them attempting any variety of effective and placebo magic?



To what degree do you want a player to be able to direct their scholars to naturalist, druidic magics that can be practiced by these tribes and other tribes (kobolds, animalmen, etc)? Are you looking towards any manner of arbitrary or cultural barrier (through ethics?) to prevent a dwarven fortress from being competent in all worldly magics, or are you content with the dwarves being able to potentially fully develop their knowledge on obscure magics, given the resources?



To my understanding, many rituals will continue to exist in low-myth mode, but clearly not effective, such as priesthood and rituals that work for the mentioned placebo reasons. In higher myth strength worlds, do you see this placebic magic continuing to coexist with functional magical practices between cultures due to incomplete knowledge concerning all worldly magic, or will the effects and proof of magic be overt enough that the standards for believing a type of magic exists end up being raised compared to real life?



Quote from: Bumber

Is there going to be a way to add some kind of deadline to a mission in the next couple of updates? I hear other players having issues with squads wandering around forever.

