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Army arc

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The Army Arc's basic purpose is to make it so Dwarf Fortresses can send armies and patrols out into the world to scout, and to attack sites and civilizations, as well as to make it so other armies attack each other and you in real-time battles without any scripted sieges or triggers.

Army Arc

The Army Arc is the current project in the on-going development of Dwarf Fortress. Toady One officially began work on it February 28th 2008.

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.

Current Army-Arc game-play differences from 0.27.176.38b

Confirmed:

  1. Due to the constraints introduced by world-generated roads, you will no longer see cliffs in dwarf fortress for the time being. Toady commented on this saying,
      • Toady One: "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." March 14, 2008[1]

Speculation:

  1. Human Mayors may not exist anymore.
      • Toady One: "Human civ leaders are the blinking weapon people that lived in the keep. Those no longer exist, and the towns are no longer lead by mayors, but by warriors. Dwarves have mayors. Mayors don't make much sense for the mead halls, and it doesn't strengthen the entity tag system to make humans and dwarves so similar. Human towns within one civilization will quibble with and raid each other unless they become unified under a strong leader or by an external threat. This is the hope anyway. I might have a few different human entity entries, but maybe not for now. It should make adventure more fun in the second release to be able to cause trouble for one town on behalf of another." April 03, 2008 09:46 PM.[2]
  2. New generated temple sites.
      • Toady One: "So... the goblin snatchers, who were very successful before I activated the guards, got their tower populated with several generations of dwarves that managed to outbreed the goblins. Some of the older abductees imported belief in Dasel, one of the dwarven gods, and since there were more dwarves and in fact more believers in Dasel than in the demon, they constructed a temple to Dasel by the dark towers." May 9, 2008[3]

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.

There will be subsequent releases after this that will let you raise armies in dwarf mode and use them on the world map. According to Toady, this may include the County Arc if standard player fortresses can't field large enough armies.

See Also

External links