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Difference between revisions of "User:Lethosor/DF2014 changelog"

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(making a copy from http://redd.it/272ugz)
 
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 +
<pre>
 +
                                                  ___I___
 +
                                                /=  |  #\
 +
                                                /.__-| __ \
 +
                                                |/ _\_/_ \|
 +
                                                (( __ \__))
 +
                                            __ ((()))))()) __
 +
                                          ,' #|()))))(((()|# `.
 +
                                          /    |^))()))))(^|  =\
 +
                                        /    /^v^(())()()v^\'  .\
 +
                                        |__.'^v^v^))))))^v^v`.__|
 +
                                        /_ ' \______(()_____(  |
 +
                                  _..-'  _//_____[xXx]_____\.-|
 +
                                  /,_#\.=-' /v^v^v^v^v^v^v^v^| _|
 +
                                  \)|)      v^v^v^v^v^v^v^v^v| _|
 +
                                  ||      :v^v^v^v^v^v`.-' |#  \,
 +
                                  ||      v^v^v^v`_/\__,--.|\_=_/
 +
                                  ><      :v^v____|  \_____|_
 +
                                ,  ||      v^      /  \      /
 +
                              //\_||_)\    `/_..-._\  )_...__\
 +
                              ||  \/  #|    |_='_(    |  =_(_
 +
                              ||  _/\_  |    /    =\    /  '  =\
 +
                              \\/ \/ )/    |=____#|    '=....#|
 +
</pre>
 +
 
This is the changelog for the version of Dwarf Fortress following 0.34.11
 
This is the changelog for the version of Dwarf Fortress following 0.34.11
  
Line 5: Line 30:
 
The version number will probably be 0.38, 0.39, or 0.40
 
The version number will probably be 0.38, 0.39, or 0.40
  
Combat and Movement*
+
==Combat and Movement*==
 
+
* Movement and Attack speeds have been split
Movement and Attack speeds have been split
+
* Reaction moments (catching a swung fist)
Reaction moments (catching a swung fist)
 
 
 
Lethality reduction
 
• 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
 
• 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
 
• 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*
 
• Climb up to branches, walls or down to ledges
 
• Can't climb smoothed walls or ice walls
 
 
 
Jumping*
 
• Can grab onto tiles when jumping or falling
 
 
 
 
 
 
 
Entity sites
 
 
 
Demons
 
• 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
 
• 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
 
• Orchards
 
• Trees with canopies as much as thirty tiles wide
 
 
 
Dwarf Sites
 
• 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
 
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 
 
 
 
• 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
 
• 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
 
 
 
Personality*
 
• 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
 
• 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
 
• 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*
 
• Falling leaves and fruit
 
• Item clouds/spatter
 
• Flowers
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
 +
==Lethality reduction==
 +
* 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==
 +
* 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==
 +
* 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*==
 +
* Climb up to branches, walls or down to ledges
 +
* Can't climb smoothed walls or ice walls
  
 +
==Jumping*==
 +
* Can grab onto tiles when jumping or falling
  
 +
=Entity sites=
  
 +
==Demons==
 +
* 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==
 +
* 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==
 +
* Orchards
 +
* Trees with canopies as much as thirty tiles wide
  
 +
==Dwarf Sites==
 +
* 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=
 +
* 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==
 +
* 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==
 +
* 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=
  
 +
==Personality*==
 +
* 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==
 +
* 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=
 +
* 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*==
 +
* Falling leaves and fruit
 +
* Item clouds/spatter
 +
* Flowers
  
  
  
 +
'''*''' These are directly applicable to Fortress Mode
  
* 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
**Toady’s old prediction, as seen at the end of http://www.youtube.com/watch?v=q9ZwVuGB_PI
 

Latest revision as of 20:05, 5 June 2014

                                                  ___I___
                                                 /=  |  #\
                                                /.__-| __ \
                                                |/ _\_/_ \|
                                                (( __ \__))
                                             __ ((()))))()) __
                                           ,' #|()))))(((()|# `.
                                          /    |^))()))))(^|   =\
                                         /    /^v^(())()()v^\'  .\
                                         |__.'^v^v^))))))^v^v`.__|
                                        /_ ' \______(()_____(   |
                                   _..-'   _//_____[xXx]_____\.-|
                                  /,_#\.=-' /v^v^v^v^v^v^v^v^| _|
                                  \)|)      v^v^v^v^v^v^v^v^v| _|
                                   ||       :v^v^v^v^v^v`.-' |#  \,
                                   ||       v^v^v^v`_/\__,--.|\_=_/
                                   ><       :v^v____|  \_____|_
                                ,  ||       v^      /  \       /
                               //\_||_)\    `/_..-._\   )_...__\
                              ||   \/  #|     |_='_(     |  =_(_
                              ||  _/\_  |    /     =\    /  '  =\
                               \\/ \/ )/     |=____#|    '=....#|

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