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RedTonic posted:I gotta admit this gave me an actual smile. worse are carp zombies, since they don't air-drown; they jump out of the river to maim you
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# ? Dec 16, 2014 22:23 |
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# ? Jun 8, 2024 18:03 |
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Oh, which reminds me, are undead sponges still immortal environmental hazards that occasionally (slowly) maim dwarves, or did Toady make them killable at some point with all the undead damage changes?
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# ? Dec 16, 2014 22:57 |
You can batter anything to death eventually now. Even the things that don't specifically bleed or have any vital weak points.
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# ? Dec 17, 2014 01:35 |
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Excelzior posted:worse are carp zombies, since they don't air-drown; they jump out of the river to maim you I imagine were-carp would die in like year one of worldgen, one way or the other. Water-drown as a humanoid, air-drown as a carp. They need to be made amphibious.
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# ? Dec 17, 2014 04:13 |
Toady posted:Let's see... jobs that are assigned in workshops can swipe items from haul jobs now, provided the hauler doesn't make it to the item before the item is needed. Holy poo poo
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# ? Dec 17, 2014 07:47 |
This...changes everything.
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# ? Dec 17, 2014 07:51 |
Toady just throwin' in multiple major game improvements with a few days work nbd
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# ? Dec 17, 2014 07:56 |
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I'm pretty excited, this fort is getting near to FPS death and I want to start a new one. When I let the world go for 500-1000 years it has tons of cool history but then most of the cool things like rocs and dragons have been dead for hundreds of years already. More vampires though - when I run worlds at 100-200 years I rarely get one but this fort at year 516 has 2 already. If I pump up the numbers of dragons and whatnot any decent number then they wipe out most of the civs. What do you guys usually let worldgen get to?
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# ? Dec 17, 2014 07:59 |
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ghetto wormhole posted:Toady just throwin' in multiple major game improvements with a few days work nbd Yeah I'm pretty amazed with this dev cycle, he's knocking out years old bugs and improvements people have been asking for.
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# ? Dec 17, 2014 08:53 |
So many wonderful improvements, it's a christmas miracle! I may have to accelerate my plans to build a new PC.
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# ? Dec 17, 2014 08:59 |
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TOOT BOOT posted:Yeah I'm pretty amazed with this dev cycle, he's knocking out years old bugs and improvements people have been asking for. It's pretty obvious that he's been knocking out a whole lot of fundamental underpinning work over the last long drought between updates, and now he's capitalizing on it. Must be nice to not have to carry technical debt. . .
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# ? Dec 17, 2014 09:41 |
This is why I always tell you to take a chill pill when he's churning away and not visibly producing anything. I'm still as impressed as you lot, though.
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# ? Dec 17, 2014 09:49 |
I think this should be a reminder to everyone that it's not a bad idea to give Toady a Christmas present of like five or ten bucks. God bless us, everyone.
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# ? Dec 17, 2014 11:14 |
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I keep telling myself I'll come back to the game when he stops with this current update cycle and the game stabilizes at a single version for a while. BUT HE KEEPS DOING STUFF. Keep going Toady, please.
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# ? Dec 17, 2014 17:53 |
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I have big plans in the next few weeks to get a fort going in 40.19, since DFHack and Dwarf Therapist are fully compatible. Not sure when that will happen again, once another patch comes out.
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# ? Dec 17, 2014 20:15 |
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I love how Toady can spend 6 months implementing stuff that seems trivial to us (but is vital in his long-term plan) and then knock out 6 major gameplay improvements in a matter of weeks there's beauty in such madness
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# ? Dec 17, 2014 23:56 |
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Is there a summary available of these major upcoming improvements? I haven't been keeping up with the thread. All I've picked up is some hauling improvements. (and queued designations? Did I read that right?)
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# ? Dec 18, 2014 00:14 |
The job allocation system has been totally uprooted. Jobs no longer find their dwarves.
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# ? Dec 18, 2014 00:31 |
The jobs formed a union.
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# ? Dec 18, 2014 00:31 |
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Bad Munki posted:The jobs formed a union. Job Cancelled: Cannot Find Union Agreement.
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# ? Dec 18, 2014 01:36 |
Major problem when the jobs themselves go on strike.
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# ? Dec 18, 2014 01:37 |
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Gibbo posted:Job Cancelled: Cannot Find Union Agreement. Job Cancelled: interrupted by Wildcat Strike.
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# ? Dec 18, 2014 01:51 |
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The Great and Powerful Toad posted:I added some different mining designations -- gems only (in the selected area as usual, unhidden tiles), economically useful only (including gems), and an automated designation that spreads to the same material when a job finishes. This can't be placed on layer-wide walls (so you don't mine out all the chalk in the universe), but it can be placed on walls which are part of large oval clusters (which the dwarf will proceed to mine out entirely), vein walls and small cluster walls. Road and wall/etc. construction jobs use two skill-free labor settings now, since skill didn't matter for constructions anyway.
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# ? Dec 18, 2014 05:14 |
digv has made it into the base game, nice.
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# ? Dec 18, 2014 05:22 |
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Neurion posted:digv has made it into the base game, nice. but not digl
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# ? Dec 18, 2014 05:24 |
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If he could somehow make dwarves take minecart routes set up for riding into account in the pathfinding so I can have a tram servicing my fort I'd be ecstatic.
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# ? Dec 18, 2014 05:56 |
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According to the updates in the OP, we have had a "stable" version of DF2014 for nearly a month now. Soothsayers and Bay12ers, what say you: are we winding down for another two-year development cycle or can we expect to see another spurt of activity? I have been actively avoiding DF2014 since its release this summer because I didn't want to have to deal with corrupted save files and constant updates, and am hoping we (will soon) have a version that I can engross myself into for days..
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# ? Dec 18, 2014 08:38 |
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I don't know man, Toady hasn't shown any signs of slowing down these releases with amazing gameplay updates. I do know that he seems to go out of his way to not break saves though, so maybe you'll be safe?
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# ? Dec 18, 2014 09:25 |
Nietzschean posted:According to the updates in the OP, we have had a "stable" version of DF2014 for nearly a month now. Soothsayers and Bay12ers, what say you: are we winding down for another two-year development cycle or can we expect to see another spurt of activity? I have been actively avoiding DF2014 since its release this summer because I didn't want to have to deal with corrupted save files and constant updates, and am hoping we (will soon) have a version that I can engross myself into for days.. I've just been a crippled quivering wreck and haven't even looked at it. The current version is a highly stable 0.40.19, it came out on November 26th and all the utilities are up to date. We also haven't had save corruption/backwards compatibility breakpoints since version .03, so that's positive. I'm expecting Toady to find a whole lot of things wrong with the new system down the line, so I'm not too confident of version .20 coming out this month.
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# ? Dec 18, 2014 09:29 |
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scamtank posted:I'm expecting Toady to find a whole lot of things wrong with the new system scamtank posted:I'm not too confident of version .20 coming out this month. I love Toady, but I don't see what these two statements even have to do with each other.
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# ? Dec 18, 2014 09:47 |
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counterfeitsaint posted:I love Toady, but I don't see what these two statements even have to do with each other. We could get a buggy .20 soon if he didn't find the problems, but he tends not to release with known regressions.
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# ? Dec 18, 2014 10:06 |
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Looks like all the job priority goals have "Done, Next Release" status. http://bay12games.com/dwarves/dev.html
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# ? Dec 18, 2014 13:28 |
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quote:Fortress's reputation as inn/tavern tracked Holy crap. Dwarf Tavern!
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# ? Dec 18, 2014 14:28 |
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The updates to Adventurer mode have me totally boggled/entranced. I might actually have to give it a shot when more of those updates are released. I'm still having weird issues with burrows not being respected and animals not being pastured. Ducks and geese are chillin' in all the dining rooms. I do not know why, they are not pets nor are they available to become pets. This is EGG FORTRESS, get back to laying eggs! Coincidentally, my cook who was churning out masterwork lavish meals was possessed while gathering eggs and ended up losing his mind because I couldn't figure out exactly what kind of rock he was demanding. Fisherdorf is still alive, though. That's all that matters.
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# ? Dec 18, 2014 15:03 |
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Ghostwoods posted:Holy crap. Dwarf Tavern! Next update is going to be all about this. The latest DFtalk goes into detail about this if you want to know more about it, but another one of the great changes will be Dwarven civilization discovering the purpose of the mysterious mug!
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# ? Dec 18, 2014 16:12 |
VerdantSquire posted:The latest DFtalk goes into detail about this if you want to know more about it, but another one of the great changes will be Dwarven civilization discovering the purpose of the mysterious mug! !!!!!
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# ? Dec 18, 2014 16:12 |
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Does that mean they won't drink straight from the barrel anymore? Will they be able to carry their booze with them?
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# ? Dec 18, 2014 17:38 |
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One weird trick the cooper doesn't want you to know
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# ? Dec 18, 2014 17:58 |
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I have always wanted dwarves to be able to carry flasks around, and let them use them when they get thirsty to slake their thirst once before they need to refill it. In my head, they'd only be able to be made from metal, too, which would add some additional pressure to get a metalworks up (as dwarves who can just drink their flask on the spot and get back to work would be more efficient.) Plus, I want to make flasks out of lead, only.
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# ? Dec 18, 2014 18:07 |
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# ? Jun 8, 2024 18:03 |
Glory of Arioch posted:Plus, I want to make flasks out of lead, only. Pitchblende mugs for the nobles!
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# ? Dec 18, 2014 20:34 |