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Dwarf Fortress Updates & Dev Log
Topic Started: May 3 2011, 05:28 PM (368 Views)
Demonic Gophers
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Erazor Djinn cannot be stopped!
I wanted to make note of this latest development update, and figured I might as well start a thread to post and discuss the most intriguing additions and changes.

Toady One
 
The first step is to add "curses", which might be based on or a subset of the current syndrome system used for poisons, and to use these to replace the skeleton and zombie flags. Even though most or even all of the curses will be randomly created during world generation, there should still be raws for them that support everything that's going on for modders as well. The old skeleton and zombie flags should be able to be legacy'd in for old saves. Once the framework is done, we'll start adding new sorts of night creatures.

Toady One
 
The first of the test interactions is underway, recreating the animated dead that are already in the evil regions, with the additional effect of intermittently raising any corpse that is in its area of influence during regular play. I suppose without a specific flag, it'll reraise defeated corpses that are still intact after a while, but that's not necessarily a bad thing.

(Emphasis mine.)
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Demonic Gophers
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From questions and answers on the Bay 12 forum.
Toady One
 
KillerClowns
 
Simple questions: are there plans for PCs be infect-able by night creatures in upcoming versions?  If so, will there be a way for PCs to cure themselves, and upon succumbing will infected PCs remain under player control, or will the transformation be considered equivalent to death, converting the PC to a (potentially brutal) NPC for a later adventurer to eliminate?

It's most natural to make adventurers susceptible to all the trouble, since that's how it works when you don't change anything. We're for making the affected player playable if they can do enough of the bad things available to the non-adventurer creature, and that may or may not be in the cards.


So the plan is apparently that the player will eventually be able to be turned into a vampire or whatever, as long as it's possible to play the part properly. :D
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Incandescent
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how do you track things like sunlight in DF?
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Demonic Gophers
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In adventure mode, there's day and night based on the flow of time. In fortress mode, it's pretty much based on if a given spot is exposed to the sky.
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Demonic Gophers
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Toady One
 
Toady One I set up the raw structure for the necromancer stuff. It works the same way as the dead being raised in evil regions, except now the interaction type is a "secret" instead of a regional power, and this secret can be learned in various ways. The general idea is that by learning certain secrets, a historical figure in world gen gains various traits -- in the example it is immortality and the ability to animate the dead (via a syndrome which negates aging and imparts the ability to perform an "interaction"). The secrets are at first imparted by gods or demons or megabeasts with the proper sphere alignment (death in this case), and then the secrets can be passed down in writing (if permitted by their tags), probably in the form of an artifact stone tablet/slab or something until we have books, so that direct supernatural intervention isn't always required, especially in longer history worlds. Secrets can also be experimentally researched by world gen people if their tags permit. The vanilla secrets will all be generated during world gen, but I'm also including some examples for people to look at for raw editing. I don't want to post those now because the format is still fluid.

There's no reason why a historical figure that gains immortality and the power to animate the dead should immediately become an antisocial evil tower-living guy, but we'll have to wing that part until we get to the personality rewrite in Release 6. However we do that, they should be able to harvest the bodies that it saves everywhere now, especially in places like battlefields where the dead are going to be more accessible, although it might be fun to do a kobold-style site infiltration in world gen to raise some bodies down in the catacombs to attack a city from within or something. We'll do whatever few things we have time for, and then we'll move on to the next night creature.
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*has no idea what half that stuff meant*
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Demonic Gophers
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Toady One
 
I've also got arm and head animation mostly working -- I set up two lines of necromancers in the arena and gave them adamantine swords. The forces clashed, and then a roiling pile of severed limbs and heads and bodies jumped into the fray until one of the sides was victorious, with their new little buddy parts wandering around aimlessly near them.


I want the update to come out.
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Belschaft
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Hmmm..... You gonna do a lets play once the update comes out? I know we tried one before, but it fell apart due mainly to incompetence.
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Demonic Gophers
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Probably better to do it a bit later, after the next bug fix cycle is finished.
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Toady One
 
Imbo Trussedringed was born in the year 8. At the tender age of 23, he became the high priest of Kas, the god of storms and lightning, in the capital Calmgroove after the first high priest was burned up in dragon fire. A few years later, he got married and over the next many years fathered six children. Aside from a run-in with a troll attacking the city, times were uneventful, until the year 53. Profaning his own temple, Kas cursed him to prowl the night in search of blood. After eight years of fairly unrestrained murder in the capital, he fled in the year 63 to the village of Brimstools, where he bled one person before moving on with settlers to eight different villages, working as a fishery worker or a scout, scores of victims left in his wake.

Finally he arrived in Scarrub in the year 103, having outlived his wife and all of his children. Over the next two decades he killed a dozen people. Villagers began to become suspicious at his lack of aging, but he enticed them with the promise of immortality to join the Sect of Control, a cult he had founded to cover up his misdeeds. This allowed him to last until the year 137, when his agelessness and forty murders made village life untenable. With the support of his followers, he challenged the law-giver Melbe Leaguemuscle to a duel in the capital city, winning easily. People recognized him as the former high priest and were shocked at his 129 years of life, but before it could come to anything he laid down a series of oppressive edicts, and for the next 15 years ruled as a tyrant, having his dinner brought to him from all of the towns and hamlets of the Realm of Names. He only partook every week or two, but by the end, over the century of the curse, seven hundred seventeen people were dead. The dragon only ever got fifty.
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Toady One
 
We've decided to go ahead and add the ability to perform interactions as an adventurer now, whether they are a basic property of a modded adventurer race or something gained through a curse/secret, etc. Obviously this would have needed to go in at some point, but it was unclear if it was going to happen for this release. I suppose the current peak of this feature will be learning to be a necromancer and then animating your own severed arm as a permanent traveling companion. That's going to be my test case, anyway. That'll probably make your arm into a historical figure with its own entry on the legends screen. I'll have to see how that works.


It is coming! :)
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Belschaft,May 18 2011
03:47 AM
Hmmm..... You gonna do a lets play once the update comes out? I know we tried one before, but it fell apart due mainly to incompetence.

this should happen. for i am far too lazy to learn the ins and outs o this game

*has contemplated doing a morrowind let's play with input from this site*
"What game was this, where every player on the board claimed the same pawn?" - Raziel
"The coin is still turning..." -Kain
"Cats are truly all powerful!" - sog

Resident Marquis de Carabas
Father of AC The Harbinger: Tiny, Adorable Predator (rapidly developing into a bitch and a half)


A feeling of compassion warms you...
A feeling of regret envelops you...
A desire to cry wells up within you...
A feeling of anger overcomes you...
A feeling of Emptiness fills your heart...
A destructive force stirs within you...

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Demonic Gophers
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Quote:
 
...I allowed adventurer vampires to suck the blood of sleeping and KO'd people. If the adventurer doesn't suck blood within a week, their skill rolls start to falter. If you want to be more ethical about it, you can get bandits etc. to an unconscious state (by choking them, say) and feed on whatever blood they have left. The amounts all matter, so if you let yourself get too thirsty, you drink more blood and are more likely to kill somebody.


I think this merits an evil laugh. :)
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Quote:
 
For some reason the animal people living in the sewers coated their blowdarts with honey bee venom before shooting me with them as I walked by the sewer outflow. I wonder why the townspeople tolerate them.

:lol: :lol: :lol:
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Toady One
01/04/2012
The fisherdwarf got caught up in an eerie gloom and turned into a cursed bloodless husk that attacked his old buddies and pets.

Hummingbird
 
How does the evil rain interact with the Adventure Mode character?

Toady One
 
The evil rain will poison you however it poisons everybody else (these are the evil material rains, not the blood rains).  Dizziness/nausea/etc. screw up your various rolls/skills.  Evil mists can husk you if that's what the mist does.  As far as I understand it, if you are husked as an adventurer, you'll still be playing but everybody will attack you.

As it should be.
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