Quote from: Mechanoid

(Toady: The planar/magical landform rewrite code is likely going to lead to a change to how caverns work as well; might as well clean up all the quibbles there if the underlying structures are going to be roasted.)



What sort of quibbles and how far does the notion of a "quibble" or underlying structure extend to? Strictly map-gen related or just "in general" or super secret !!fun!! things you want to do in caverns/underground again?



- Geology-wise: What displeases you most about caves/underground at the present? Absence of features? Difficulty in access or travelling through? Lack of variety in flora/fauna? Bugs and errors, or oddities that are just annoyingly inconsistent?



- Equally, even if you are displeased by something currently, how likely would those things be to actually be DIRECTLY hit by the planar/magical landform re-write? I can definitely imagine something being done like each cavern layer being its own little plane of existence...



- BUT before i go any further with that, i should admit that last paragraph really just begins to sound like a suggestion list of features... It's very easy to get carried away with this. So: How do you intend to say "Ok, that's enough, for now."



- Lastly, about the "rewrite" itself ... If the events in the myth generator specifically influence the map generation at a fundamental "underlying structures" level, how intense of a rewrite would that actually be, without dealing with these "quibbles" at all? Not asking for an ETA, just how many times you'd have to press "delete" or "//" on the code. (Like, a % that would just be "gone" by the end of it.)



Quote from: FantasticDorf

With pillaging & site seizing realizations, could [POWER] (and power value) dreams of 'own the entire world' be realised through continuous play on fortress mode eventually?



A problem i can see with non-mission based indiscriminate pillaging is weight restrictions carrying your loot home do you have any plans for how fortress players could tackle this issue (ei assigned pack animals) or will feasibly the game will generate caravans for purpose?



A while ago in the late July-August FotF response even though the original question was broad in the scope of a full army, how will have this position have changed for the next few releases with outbound dwarf groups and will our pillagers be able to raze a site if they havent depopulated it into a ruin first?



Quote from: MDFification

Is it possible for civilizations off the playable map will exist in some form? Could we conceivably have histories where new entities or maybe even new species to invade/migrate to the known world a considerable amount of time after worldgen? Would it be possible in future editions to found a fortress using 'outsider' critters like you can play in adventure mode?



Quote from: Witty

Right now, dwarven culture seems pretty OK with fell moods occurring - even though it involves the explicit murder of a sentient creature. Will we ever see dwarves facing some legal repercussions from creating a fell artifact?



Quote from: ShinQuickMan

At the moment, are there any particular conditions that would cause defenders to capture infiltrators rather than kill them outright during raids?



Quote from: MetroChensual

3. Will gods and other deities have their own avatars? Can avatars have that aura that affects anything inside it? (e.g. avatars of gods of death have aura that can make living things sick. gods of fires and other elements have different aura) Can the avatars have the associated power as their god of origin?



Quote from: ZM5

will modders eventually be able to customize megabeast lairs and habits, or potentially recreate some of the stuff from old versions?



being able to create your own templates for site types, both civ sites and beast lairs - possibly allowing support for different habits than the current ones as well. I'd love for some megas, i.e ettins, to, lets say, have cages full of prisoners, set up in a line next to a large table with a cleaver stuck to it and meat in a bucket next to it, or like the old tentacle demons just having caged prisoners with the implications being obvious - basically little small story stuff that adds a bit of flavour, allows for new mission types as well.



Quote from: Max^TM

Were worldgen artifacts supposed to be just masterwork quality with the artifact flags set?

Do said artifact flags imbue the relevant accuracy/indestructibility benefits beyond having a name/tracked history?

Were items an adventurer names supposed to get anything beyond being named?

Was the rumors list supposed to end up with dozens of pages about how a particular artifact is absent from every site you've visited and didn't see it at, or should that be another bug report?



Quote from: Killermartian

Do you plan on adding any more (l)ocations?



Quote from: Rekov

Is Dwarf Fortress losing a battle against itself in terms of FPS? As DF keeps getting more complex, I see people getting more and more desperate to maintain a playable FPS. If people are forced to embark on small worlds with 5 year histories to maintain a playable FPS, isn't that leaving much of the game behind? How possible will it be to increase processing efficiency going forward without reworking the whole game? I worry about a future where DF has more and more features, and players are forced to disable more and more of them to make the game playable.



I suppose I could phrase it another way: What is the target? What size world, length of history, embark size, and number of dwarves should we be able to have, and what FPS should we have with those conditions?



Quote from: Beag

1. You mentioned that corruptions can affect a person's memory such as forgetting their friends, how would this work for a player adventurer? Would they just not know about certain people any more?

2. One of the needs our adventurers can have is to be with friends, how would our adventurers go about acquiring friends once such activities are eventually added?

3. In some worlds where magic exists once someone gets physically corrupted would others react badly to them? Would they're friends and family be more likely to accept them after the corruption occurs?

4. Some of the corruptions in the myth and magic screen shots don't seem necessarily bad, an example being "becoming more dreamlike", would such corruptions actually improve a person's social appeal to others?

1. Once player adventurers are able to marry people how would they go about doing it?

2. Would marriage customs vary among civilizations?

3. One need our adventurers can have is make love, would it be possible to satisfy this need through other means besides marrying and having a spouse?

4. Once the myth and magic arc is complete in worlds where people can get reincarnated will that occur through their souls going to new born babies?

5. If so will the child have all the memories from their past life immediately or will they get them at a delayed pace or will they not know their past life at all?

6. In worlds with magic and corruptions would corruptions be possible that affect a magic user's descendants, for example one such corruption being all their children will be born with extra eyes.

7. Can some corruptions be inherited from magic user parent to child?

8. Will curses be possible that affect the offender's descendants instead or as well as them?

1. In some worlds with magic if two people from two different families that both had magic bloodlines had a child would that child have access to the magic from both bloodlines?

3. In some worlds with magic would it be possible for a magic bloodline to be created post world gen through some magical event turning a normal bloodline magical?



Quote from: Japa

Have you given thought to upgrading to SDL 2.0?



Quote from: iceball3

In the long term, do you see the emulation of bureaucratic functions necessary, or best left abstracted? Both for worldgen history keeping, as well as active-fortress and adventure level actions.

For instance, attempting to get a loan from a local banker, or making written dictations of laws on sites by siteholders.

The question doesn't concern whether these actions can happen, but whether the guts and causes of said actions would occur (paperwork, people passing along dictations among groups, et cetera).



Quote from: Witty

Are there any easter eggs still hidden in the game that players haven't found yet?



Quote from: ZM5

what about if one of those [ALWAYS] tokens isn't present but the creature still has, lets say, a mount role innately? Will they still be used as that role?



Quote from: StagnantSoul

Is revenge for your civs failed raids/sieges or against groups who've raided them going to be an option during this release? Say, outpost liaison tells you how one of the greatest generals of the civ was captured during a siege, and they'll give you so many urists worth of stuff for free in the next caravan or they'll promise a large steel shipment or something similar in return for his return?



Quote from: Rockeater

1.Will there be a craetion scale events after world gen like humens creation or a forest become a desert?

2.will myth and magic effect dwarves preferenses like Urist McOpellover like dogs becuse they created Opel in the Myth or you can make Opel from dogs bones?



Quote from: clinodev

The "claims" made on Fortress Mode made artifacts are just "flavor text" for the purposes of the creating fortress, correct? There's no current or near-future fortress impact based on claims like: "He/She offers it to <entity>", "He/she claims it as a family heirloom", "He/she claims it as a family heirloom in the name of the family ancestor <figure>", "He/she claims it as a personal treasure", etc., even if lost and recovered within that same Fortress Mode play-through?



I've seen Twitch streamers begin to plot the unexpected deaths of valued weaponsmiths they thought were going to hide an artifact steel battle axe in their bedroom, so many dwarven lives could be saved depending on a clear answer here!



Quote from: burned

is it intentional that criminals and mercenaries cannot have creature tiles specified for them?



Quote from: Urlance Woolsbane

A few questions about dummied-out features:

1) How did the game classify demonic fortresses? Were they landscape features (like volcanoes and streams,) a property of map-tiles (like savagery or elevation,) or something else entirely?



2) What purpose did Important Locations serve?



3) Why were human forts removed?



Quote from: Untrustedlife

do you plan to set it up so we can ask about certain artifacts at some point? Like with the next few releases or no? Makes it much harder to seek artifacts heh



Quote from: falcc

What is the near term fate of intelligent/can-learn animal prisoners? Any chance they'll ever get access to the petition screen to be released or apply for citizenship? It seems cruel that I can make a gremlin my mayor, I can tame a cave croc and breed it, but a learning-capable troll or rodent person blunders into a trap and it's gotta die.



Quote from: Max^TM

I love the infodump when you show artifacts and get the "yes, don't need that, don't need that... oooh, soandso wants THAT back, and I really would appreciate you returning THIS to us if you don't mind" popup.



Having those to check on rumors to ask about is also handy, but was the spam of "absence of item x at site w, u, v, y, z, and so on" intentional or should I check if there is already a bug report for that?



Also love being able to babble prophesies, are there other hidden-ish options available under other identities?

