v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "Army arc"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(added explanation about changes to dev process, reworded in past tense, added some links)
 
(52 intermediate revisions by 14 users not shown)
Line 1: Line 1:
The Army Arc is the current project in the development of Dwarf Fortress. [[Toady One]] officially began work on it February 28th 2008.
+
''Dwarf Fortress'' [[Game_development|development]] is no longer done in large [[Development_arc|arcs]], favoring smaller releases with more incremental changes; this page is for historical documentation.
  
There are ten stages that need to be completed before the next version is released.
+
The Army Arc's basic purpose was to make it so fortresses can send armies and patrols out into the world to scout, to attack sites of other civilizations, and to make it so other armies attack each other and you without triggers or scripted sieges.
*'''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.
+
[[Toady One]] officially began work on it February 28th 2008, released the first part on July 13, 2008, and various patches through to September 6, 2008.
  
== Army-Arc game play Differences from 0.27.176.38b ==
+
==Army Arc Release 1==
'''Confirmed:'''
+
These are the ten stages that the first Army arc release underwent:
Due to the new road generation system that connects between sites, you will no longer see cliffs in dwarf fortress for the time being. Toady commented on this saying,
+
*'''Stage 1:''' Dynamic names for eras to reflect what's going on in the world. '''''(Began February 28th- Done March 3rd)'''''
#*"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."
+
*'''Stage 2:''' Specify further how civilizations claim territory so that their settlements don't interlace so much. '''''(Began March 4th- Done March 6th)'''''
'''Speculation:'''
+
*'''Stage 3:''' Expand the unit types used by citizens in world generation beyond "peasant" and "guard". ('''''Began March 8th- Done March 12th)'''''
 +
*'''Stage 4:''' Have roads spring up between sites and within sites. '''''(Began March 14th- Suspended March 21st- Resumed June 11th Done June 20th)'''''
 +
*'''Stage 5:''' Set up the historical framework for wars/battles as nested historical events. '''''(Began March 22nd- Done March 25th)'''''
 +
*'''Stage 6:''' Handle world gen wars and very basic diplomacy based on territory/ruler personality/religion. ('''''Began March 29th- Done May 21st''''')
 +
*'''Stage 7:''' Handle some specific army storage issues. ('''''Began May 21st- Done May 22nd''''')
 +
*'''Stage 8:''' Let (Semi)Mega-beasts join in the fun. ('''''Began May 23rd- Done June 2nd''''')
 +
*'''Stage 9:''' Take a look at the migrants that used to exist. ('''''Began June 3rd- Done June 4th''''')
 +
*'''Stage 10:''' Handle Core47 (cleaning excess historical figures) settings. ('''''Began June 5th- Done June 11th''''')
  
== Next Releases ==
+
June 20th to July 12th - Bug fixes and tweaks.
 +
July 13th - Version [[40d:Release_information/0.28.181.39a|0.28.181.39a]] Released!
  
Toady One's plans after this release are as follows:
+
== Further plans ==
*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.
+
While in development for the first release of the Army arc, the 'Future of the Fortress' notes had a linear schedule of releases. This no longer exists in favor of a list of the most pertinent [[Dwarf_Fortress_Development|development]] goals and ideas in the hope of frequent releases.
  
*Release 3: Armies that are generated during sieges in dwarf mode will be replaced by actual armies from the relevant civilizations.
+
Here is a copy of what used to be planned:
 +
 
 +
''"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."''
 +
 
 +
==See Also==
 +
*[[Military]]
 +
*[[Development arc]]
 +
 
 +
==External links==
 +
* [http://www.bay12games.com/dwarves/dev_now.html ''Latest Developments of Dwarf Fortress'']
 +
* [http://www.bay12games.com/dwarves/dev.html ''Army Arc in the Future of the Fortress'']
 +
 
 +
[[Category:Arcs]]
 +
[[Category:Military]]
 +
{{unversioned}}
 +
[[ru:Army arc]]

Latest revision as of 02:26, 12 January 2026

Dwarf Fortress development is no longer done in large arcs, favoring smaller releases with more incremental changes; this page is for historical documentation.

The Army Arc's basic purpose was to make it so fortresses can send armies and patrols out into the world to scout, to attack sites of other civilizations, and to make it so other armies attack each other and you without triggers or scripted sieges.

Toady One officially began work on it February 28th 2008, released the first part on July 13, 2008, and various patches through to September 6, 2008.

Army Arc Release 1[edit]

These are the ten stages that the first Army arc release underwent:

  • Stage 1: Dynamic names for eras to reflect what's going on in the world. (Began February 28th- Done March 3rd)
  • Stage 2: Specify further how civilizations claim territory so that their settlements don't interlace so much. (Began March 4th- Done March 6th)
  • Stage 3: Expand the unit types used by citizens in world generation beyond "peasant" and "guard". (Began March 8th- Done March 12th)
  • Stage 4: Have roads spring up between sites and within sites. (Began March 14th- Suspended March 21st- Resumed June 11th Done June 20th)
  • Stage 5: Set up the historical framework for wars/battles as nested historical events. (Began March 22nd- Done March 25th)
  • Stage 6: Handle world gen wars and very basic diplomacy based on territory/ruler personality/religion. (Began March 29th- Done May 21st)
  • Stage 7: Handle some specific army storage issues. (Began May 21st- Done May 22nd)
  • Stage 8: Let (Semi)Mega-beasts join in the fun. (Began May 23rd- Done June 2nd)
  • Stage 9: Take a look at the migrants that used to exist. (Began June 3rd- Done June 4th)
  • Stage 10: Handle Core47 (cleaning excess historical figures) settings. (Began June 5th- Done June 11th)

June 20th to July 12th - Bug fixes and tweaks. July 13th - Version 0.28.181.39a Released!

Further plans[edit]

While in development for the first release of the Army arc, the 'Future of the Fortress' notes had a linear schedule of releases. This no longer exists in favor of a list of the most pertinent development goals and ideas in the hope of frequent releases.

Here is a copy of what used to be planned:

"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."

See Also[edit]

External links[edit]