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User:Lethosor/DF2014 changelog

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This is the changelog for the version of Dwarf Fortress following 0.34.11

Toady has said that it will be released in early July 2014: http://www.bay12forums.com/smf/index.php?topic=139054

The version number will probably be 0.38, 0.39, or 0.40

Combat and Movement*[edit]

  • Movement and Attack speeds have been split
  • Reaction moments (catching a swung fist)

Lethality reduction[edit]

  • No immediate enemy recognition in cities to avoid fights to the death on the street
  • Conflicts and conflict levels are tracked (lethal/nonlethal)
  • Critters can enter a state of terror from lethal battle, especially if they’re likely to lose
  • Enemies can surrender
  • Draw and sheath weapons
    • People in cities won’t appreciate it if your weapon is out.
  • Mode can be switched to non-lethal in object testing arena

Sneaking[edit]

  • Sound indicators/vision cones
  • Running, creeping, walking, sneaking, as opposed to just walk and sneak
    • Need to accelerate
    • Sharp turns slow you down
  • Vampires can sense creatures with blood.
    • More generally, tags to sense arbitrary creature classes
    • can be attached via interactions/syndromes

Tracking[edit]

  • Creatures leave tracks as they move unless they fly or are ghosts
    • Track descriptions depend on what left the track - feet, boots, turbans...
  • Tracks can be found in their own vision mode

Climbing*[edit]

  • Climb up to branches, walls or down to ledges
  • Can't climb smoothed walls or ice walls

Jumping*[edit]

  • Can grab onto tiles when jumping or falling

Entity sites[edit]

Demons[edit]

  • Due to spoilers, Toady has revealed nothing about demon sites beyond that he has added them. Sites will contain ample amounts of randomly generated features however.

Goblins[edit]

  • Central tower with pits and tunnels underneath
  • Connects to first underground layer
  • Trenches, tunnel entrances, watchtowers
  • Prisons with prisoners and snatched children
  • Troll-shearing pits

Elf sites[edit]

  • Orchards
  • Trees with canopies as much as thirty tiles wide

Dwarf Sites[edit]

  • Hill Dwarves - farms and settlements on or near the surface
  • Fortresses - connect surface and first cavern layer
  • Deep sites - farms and settlements in the first cavern layer, below mountains
  • Noble Hierarchy - the king rules a few dukes who each rule a few counts whose barony often includes a few towns with their own mayors.
  • Player fortresses can now be non-destructively retired.*
    • Retired fortresses behave as NPC fortresses but retain other information
    • Retired fortresses can be reclaimed.

Other[edit]

  • AI can now reclaim sites ruined during worldgen. Both during or after worldgen.
  • All megabeasts can now attack and sometimes occupy civilization sites.
    • These occupied sites cannot be reclaimed by the AI, but can by the player.*
    • Retired fortresses can be reclaimed.
  • Civs will now continue to build settlements after worldgen, with some limitations. No roads or markets will be made in these post-worldgen sites
  • Armies inhabiting foreign conquered sites can now alter the sites to some degree.
    • Goblins will begin building trenches and small towers “in human villages, elf sites and dwarf hill sites that have been taken after some time passes”

Entity Groups[edit]

  • Armies now exist on the world map and move about during play, and you can encounter their camps.
  • Bandits harass townspeople.
  • Invaders cause mayhem in conquered sites.
    • Destroyed buildings, killed historical figures, things impaled on upright weapons...
      • Killing their leader should often get them to leave.
  • Invaders have camps with tents for soldiers and large tents for their commanders.
  • Commanders chased out of their camp try to return due to their responsibility. Soldiers patrol the camp, raise the alarm.
  • Townspeople no longer know exact positions of lairs.
  • Entities have various “claims” to sites, rather than outright uncontested ownership every time.
  • Goblins will hunt down a civilization’s leaders and kill them, instead of just slaughtering indiscriminately.

Heritance[edit]

  • Entity positions will be inherited as they do in worldgen.*
  • Anyone who gets too old (as defined in the raws for their species) dies.
  • Conceptions occur periodically, and schedule a birth to be resolved at the appropriate time.

Personality and Conversation[edit]

Personality*[edit]

  • Dwarves, and other sentient beings, now have personal values which are based on their cultural values but may deviate.
  • Dwarves now have traits which may not be value-neutral.
  • Dwarves will have “dreams” or life goals
    • creation of an artifact
    • taking over the world.
  • People react to death depending on their personal traits
    • may applaud or call you a murderer and spit at you

Conversation revamp[edit]

  • Time no longer paused while talking.
  • Rumors will spread among NPCs, which they can then relay to you.
  • Townspeople may lie to you, if their personality supports it.

Other[edit]

  • New opening paragraph in Adventure mode depending on your starting situation.
  • Companions now join for specific purposes, and will leave afterwards.
  • Invaders can now jump and climb when assaulting a fortress. Some limitations apply.*

Multi-tile trees*[edit]

  • Falling leaves and fruit
  • Item clouds/spatter
  • Flowers


* These are directly applicable to Fortress Mode

** Toady’s old prediction, as seen at the end of http://www.youtube.com/watch?v=q9ZwVuGB_PI