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Difference between revisions of "Army arc"
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*Release 3: Armies that are generated during sieges in dwarf mode will be replaced by actual armies from the relevant civilizations. | *Release 3: Armies that are generated during sieges in dwarf mode will be replaced by actual armies from the relevant civilizations. | ||
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Revision as of 05:45, 13 April 2008
The Army Arc is the current project in the development of Dwarf Fortress. Toady One officially began work on it February 28th 2008.<ref>Template:Cite web</ref>
There are ten stages that need to be completed before the next version is released.
- Stage 1: Dynamic names for eras to reflect what's going on in the world. (Done--March 3rd)
- Stage 2: Specify further how civilizations claim territory so that their settlements don't interlace so much. (Done--March 6th)
- Stage 3: Expand the unit types used by citizens in world generation beyond "peasant" and "guard". (Done--March 12th)
- Stage 4: Have roads spring up between sites and within sites. (Began March 14th - Suspended March 21st)
- Stage 5: Set up the historical framework for wars/battles as nested historical events. (Done--March 25th)
- Stage 6: Handle world gen wars and very basic diplomacy based on territory/ruler personality/religion. (Began March 29th - Currently in Development)
- Stage 7: Handle some specific army storage issues.
- Stage 8: Let (Semi)Mega-beasts join in the fun.
- Stage 9: Take a look at the migrants that used to exist.
- Stage 10: Handle Core47 (cleaning excess historical figures) settings.
During development of the Army Arc there have been bug fixes. The next version should be released with less than 315 bugs.
Army-Arc game-play Differences from 0.27.176.38b
Confirmed: Due to the new road generation system, you will no longer see cliffs in dwarf fortress for the time being. Toady commented on this saying,
- "I've also smoothed out cliffs for the most part. There will doubtless be some bugs from this, and we'll definitely want to get occasional cliffs back in (once you can climb, anyway), but they were everywhere and made moving around almost impossible. Now it does some local smoothing first and you can pretty much walk anywhere you want, unless you hit a river or the ocean. The resulting lack of flat patches means that dwarves walking on a mountain side will switch z levels more frequently (rather than using long staircases in cliffsides to switch levels all at once), so I might allow pinning the camera to creatures to help keep tabs on them, but I don't know if I'll get there or exactly what form that will take."
Speculation:
Next Releases
Toady One's plans after this release are as follows:
- Release 2: Wars between civilizations, life cycle actions like birth/old age deaths and ruler succession throughout the world will occur during regular play involving fleshed-out units rather than simple historical figures. Battles can occur while an adventurer is present, even if the adventurer can't explicitly take sides.
- Release 3: Armies that are generated during sieges in dwarf mode will be replaced by actual armies from the relevant civilizations.