Quote from: Witty

If I raided the human caravan, and their civ starts sending sieges, will they besiege the closet site of my civ, my fort, or potentially both?



Quote from: neblime

Now that wars can start (and stop I assume) out of worldgen, can player adventurers directly cause them? can you become affiliated with an entity to an extent where your actions could be considered a reason for war with that entity? (say i'm good friends of a dwarf civilization and I go kill some elves in another civ, is there any circumstance in which this will cause anger with the dwarf civ?)



Quote from: CaptainArchmage

Are we going to be able to order rough gems from caravans in the next release? Any changes to the caravan mechanics (i.e. more than four items of each kind can be brought).



Quote from: chevil

If I abandon my fort then you mentioned that my military dwarves may become bandits if the leader is a jerk. How does the game decide who will become the leader? Is it the squad leader or does the leader skill or personality matter in the selection process?



Quote from: LordBaal

So, we'll get an announcement whenever we smell something funny and/or new? And it's going to be labeled with whatever thing is emanating the odor like "you smell a zombie" or do we get more vague hints like "you smell rotten meat" which could be whatever between just bad food up to a zombie titan.



Quote from: Inarius

Is there something about the strength of the odor ? Okay, the smell can be good or bad, but is there a raw for the force of the smell (the distance from where it can be smelt with a normal nose ?)



Quote from: Anatoli

Is the [odor] detection going to be randomized in any way besides the wind?



Quote from: thvaz

The smell system allow for detection of corpses and carrion? I'm asking not with undead in mind, but with normal corpses and miasma.



Quote from: Manveru Taurënér

Are there any plans to sort these new crops into some kind of cultural groups or similar, and will these in that case be constructed randomly or based on the real world? (possibly also inluding livestock at some point)



Quote from: smirk

None of these have GROWDUR tokens. And every single one has [SPRING][SUMMER][AUTUMN][WINTER]. Assuming these are finalized raws, the seasonal crops mod will need some serious updating. Are these finalized raws, or still subject to revision?



Quote from: Inarius

Will we see eventually plants (exotic forms?) growing in the level under lava, and will the demons and FB have any odor and smell ?



Quote from: LordBaal

On trees, will the smelly hippies get angry if you try to trade them fruits from trees now or if you harvest too much fruit from trees?



Quote from: Heph

I guess every crop/gardenplant is still single tile?



Quote from: smjjames

What about the bug with trees growing while submerged in 7/7 water? This bug specifically: http://www.bay12games.com/dwarves/mantisbt/view.php?id=457 With multi-tile trees, this bug will become even more annoying.



Quote from: Rockphed

You mention vampire guards in the April report. How are they different from the vampire cultists in the current version? Do they likewise go on killing sprees when their master is unmasked? Do the killing sprees on master unmasking still happen, or do the cultists only become hostile to the player at that point?



Quote from: Verdant_Squire

Will soldiers / town guard wear uniforms and stuff, which involve using specific weapons or armor? If so, will adventurers working for a town have to wear it, and will be able to identify soldiers from other towns?



Quote from: DarkDXZ

Are there any significant changes to the Legends mode in this release? What's going to be tracked in there now for us lore people to look forward to?



Quote from: smjjames

Shouldn't the pineapple 'tree' be more like 'shrub' since the plant isn't actually tree sized? Unless you don't have a category set for smaller plants or something.



Quote from: CaptainArchmage

I noticed the new drinks seem to be beer or wine, which are just fermented. Does that mean were going to be facing a distilling process to get whisky, vodka, brandy, and so on sooner than later?



Quote from: Talvieno

Are you planning on specifying more specific biome sets for all fruit trees? Most fruit trees don't do well in swamplands/marshlands/wetlands (inundating their roots with that much water eventually kills them), and I'm not entirely sure if you took that into account. Desert lime would be the most immediately obvious to exclude wetter biomes for, I suppose, but some of the other tree types have difficulty with it too.



Quote from: KillerClowns

To what extent will odors respect obstacles? Can you smell a creature that has a wall between you and it, provided there is open air above? And conversely, will it be possible to smell a creature on the other side of a solid wall with no gap for the odor to flow through? (I ask because dwarves panicking due to smelling creatures on the other side of a solid seal seems like a Day 1 bug waiting to happen.)



Quote from: PeridexisErrant

I'm pretty sure that the most potentially-problematic part is that DF can be redistributed if none of the accompanying files are modified, and the pack has different init settings and Phoebus graphics installed by default. An argument can be made that this is not unusual or in the latter case replacing instead of changing the files... but it's potentially dodgy.



Is this kind of change a problem?



Quote from: CaptainArchmage

How fast is world generation right now? Is it slower or faster than in 0.31.11? Talking about time to generate 1000 years of history on a medium map.



Has the dictionary been updated at all for the coming release?



Tunnels: So according to the devlogs they are back in (AW YEAH). If we embark over a tunnel will the tunnel be open or sealed at the map edges?



Quote from: Sizik

When converting from a color token to the nearest display color, does the game use the default RGB values for the comparison, or does it check the ones defined in colors.txt?



Quote

Quote from: catenate The big trees should look cool, at least. Can you "mine" them, and make tree houses? Can you chop them down and cut them up for hundreds of logs? Do they grow an inordinate number of fruits, out on their long high branches?

Quote from: Dirst What level of control do you foresee the player having over multi-tile trees? Can the branches be trimmed topiary-style? Can multi-tile plants be guided to grow in certain directions? Can anything be built in or on them, like a little platform for a marksdwarf?



Quote from: MisterB777

Will we (or invaders) be able to climb up the side of furniture items that act as "walls" like Statues, Windows, Floodgates or Wall Grates? Subquestion: will building destroyers (trolls) be able to climb a wall and bust through an adjacent Window/Wall Grate or other blocking structure, thus making their way into the fortress proper?



Quote from: Valtam

If you rescue an orphan, or if by some chance the parents that request your help die while you're at the goblin tower, is that child going to be embraced in someone's family, or at least going to be accepted in the community?



Quote from: nomoetoe

Will people able to notice when your doing something like necromancy? I find it a bit odd when I raise dozens of corpses and no one nearby knowing.



Quote from: neblime

Will retired adventurers be treated the same as normal histfigs? Will they be able to set off into the wilds, become necromancers, marry, ascend to positions etc?



I'm mostly wondering if I'll be waylaid by a past adventurer who has become a bandit or if he might lead an attack on my fort or something hehe



Quote from: smjjames

In adventure mode, can you grab things that arent equipped on you like branches in mid-jump? This is essential for something I want to try when the new release comes out.



Quote from: fricy

With the new jumping/climbing AI will we see goblins/humans/hippies jumping down into our courtyards from now on, is it only horizontal jumping for now?



Quote from: Eric Blank

Can item-clouds contain vermin? If so, is it possible for the vermin to be alive?



Quote from: Visus Draconis

Since we're now getting growths for plants (fruits, flowers) are there any plans for growths on creatures? Say, egg sacks that burst open to spawn a creature, or chest-burster like monsters that grow in a hapless dwarf before exploding out of his/her body?



Quote from: Wimopy

would a fruit growth made of sentient meat count as meat or fruit for eating purposes?



Quote from: Knight Otu

Is there a typo in the growth prints for the leaves in the new plant files? They all seem to have tile 7 for their picked tile, rather than tile 6 that you've posted for mango and maple leaves. Or was that a deliberate change?



Quote from: Putnam

Quote a side effect of this was that the "material reaction product" stuff you might be familiar with from modding now also has a similar tag to send over an item type with the material, so a single reaction can produce different item types depending on the incoming reagent's material. I'm not sure how useful that is overall, but it could cut down on some clutter.

Is the syntax for that final enough to release it (the syntax, that is)? And if so... can you?



Quote from: DarkDXZ

Now that you're (technically) finished with the release (as of this post, at any rate), what's the new version number going to be? 0.38? 0.40?

