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

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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
 +
* Reaction moments (catching a swung fist)
  
• Movement and Attack speeds have been split
+
==Lethality reduction==
• Reaction moments (catching a swung fist)
+
* 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
  
Lethality reduction
+
==Sneaking==
• No immediate enemy recognition in cities to avoid fights to the death on the street
+
* Sound indicators/vision cones
• Conflicts and conflict levels are tracked (lethal/nonlethal)
+
* Running, creeping, walking, sneaking, as opposed to just walk and sneak
• Critters can enter a state of terror from lethal battle, especially if they’re likely to lose
+
** Need to accelerate
• Enemies can surrender
+
** Sharp turns slow you down
• Draw and sheath weapons
+
* Vampires can sense creatures with blood.
▬ People in cities won’t appreciate it if your weapon is out.
+
** More generally, tags to sense arbitrary creature classes
• Mode can be switched to non-lethal in object testing arena
+
** 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
  
Sneaking
+
==Climbing*==
• Sound indicators/vision cones
+
* Climb up to branches, walls or down to ledges
• Running, creeping, walking, sneaking, as opposed to just walk and sneak
+
* Can't climb smoothed walls or ice walls
▬ 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
 
  
 +
==Jumping*==
 +
* Can grab onto tiles when jumping or falling
  
Tracking
+
=Entity sites=
• 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*
+
==Demons==
• Climb up to branches, walls or down to ledges
+
* 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.
• Can't climb smoothed walls or ice walls
 
  
Jumping*
+
==Goblins==
• Can grab onto tiles when jumping or falling
+
* 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.
  
Entity sites
+
=Other=
 
+
* AI can now reclaim sites ruined during worldgen. Both during or after worldgen.  
Demons
+
* All megabeasts can now attack and sometimes occupy civilization sites.
• 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.
+
** These occupied sites cannot be reclaimed by the AI, but can by the player.*
 
+
** Retired fortresses can be reclaimed.
Goblins
+
* Civs will now continue to build settlements after worldgen, with some limitations. No roads or markets will be made in these post-worldgen sites
• 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.
 
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”
+
** 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.
+
==Entity Groups==
Bandits harass townspeople.
+
* Armies now exist on the world map and move about during play, and you can encounter their camps.
Invaders cause mayhem in conquered sites.
+
* Bandits harass townspeople.
Destroyed buildings, killed historical figures, things impaled on upright weapons...
+
* Invaders cause mayhem in conquered sites.
Killing their leader should often get them to leave.
+
** Destroyed buildings, killed historical figures, things impaled on upright weapons...
Invaders have camps with tents for soldiers and large tents for their commanders.
+
*** Killing their leader should often get them to leave.
Commanders chased out of their camp try to return due to their responsibility. Soldiers patrol the camp, raise the alarm.
+
* Invaders have camps with tents for soldiers and large tents for their commanders.
Townspeople no longer know exact positions of lairs.
+
* Commanders chased out of their camp try to return due to their responsibility. Soldiers patrol the camp, raise the alarm.
Entities have various “claims” to sites, rather than outright uncontested ownership every time.
+
* Townspeople no longer know exact positions of lairs.
Goblins will hunt down a civilization’s leaders and kill them, instead of just slaughtering indiscriminately.  
+
* 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
+
==Heritance==
Entity positions will be inherited as they do in worldgen.*
+
* Entity positions will be inherited as they do in worldgen.*
Anyone who gets too old (as defined in the raws for their species) dies.
+
* 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.
+
* Conceptions occur periodically, and schedule a birth to be resolved at the appropriate time.
  
Personality and Conversation
+
=Personality and Conversation=
  
Personality*
+
==Personality*==
Dwarves, and other sentient beings, now have personal values which are based on their cultural values but may deviate.
+
* 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 now have traits which may not be value-neutral.
Dwarves will have “dreams” or life goals
+
* Dwarves will have “dreams” or life goals
creation of an artifact
+
** creation of an artifact
taking over the world.
+
** taking over the world.
People react to death depending on their personal traits
+
* People react to death depending on their personal traits
may applaud or call you a murderer and spit at you
+
** may applaud or call you a murderer and spit at you
  
Conversation revamp
+
==Conversation revamp==
Time no longer paused while talking.
+
* Time no longer paused while talking.
Rumors will spread among NPCs, which they can then relay to you.
+
* Rumors will spread among NPCs, which they can then relay to you.
Townspeople may lie to you, if their personality supports it.
+
* Townspeople may lie to you, if their personality supports it.
Other
+
=Other=
New opening paragraph in Adventure mode depending on your starting situation.
+
* New opening paragraph in Adventure mode depending on your starting situation.
Companions now join for specific purposes, and will leave afterwards.
+
* Companions now join for specific purposes, and will leave afterwards.
Invaders can now jump and climb when assaulting a fortress. Some limitations apply.*   
+
* Invaders can now jump and climb when assaulting a fortress. Some limitations apply.*   
  
Multi-tile trees*
+
==Multi-tile trees*==
Falling leaves and fruit
+
* Falling leaves and fruit
Item clouds/spatter
+
* Item clouds/spatter
Flowers
+
* Flowers
  
  

Revision as of 02:41, 2 June 2014

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*

  • Movement and Attack speeds have been split
  • 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