Monday, May 4, 2009

Future of the Fortress grab bag: The highlights

ToadyOne was kind enough to answer a slew of questions over at the Future of the Fortress on the forums. He had a lot to talk about today as he hasen't had the chance to answer any questions for a few weeks now. I decided to grab the "important" things from his answers and compile them into a useful "highlights" section. And yes, there is actually a LOT of new and interesting info revealed, so have a look!

*SEVER_ON_BREAKS is currently gone. This tag was used for entities which did not have muscles or ligaments to hold a bone in place if it broke. Indeed, you'll see skeletons, Spirits of Fire, etc. all had this tag. It is unknown if it'll be updated or replaced with a new tag, though one can imagine the new body work is what invalidated this token.

*No flowing underground rivers...at least not yet.

*Underground critters may get some sort of nest/camp if there's time. After all, their weapons had to come from SOMEWHERE.

*The standard amount of layers (usually 15 z-levels down from the surface) has been thrown out entirely, though how is currently not known.

*We now know (at least I didn't know before!) that some of the major pathfinding issues causing FPS lag are actually bugs - namely with flying critters and trapped animals. Interesting!

*Map revealing update revealed: 60 tiles "spill out" from a dwarf as he explores the underground. If he travels 30 tiles in this spillout it'll redraw itself around the dwarf in a "chunking" sort of method. No more psychic revelations! Ms. Urist McCleo jailed for fraud.

*Squads currently cannot be stationed into the "great unknown" areas. They must be explored first.

*Bottom pits/chasms....are gone! At least as we know them. All vertical drops will be finite, though HFS might allow for bottomless pits to return in some fashion.

*HFS as we know it are ALSO gone! New HFS should take its place, but in terms of where it's located it'll be entirely different. Some HFS creatures might not make it as well.


*Water can leave (and come from) world map edges, which makes it much more difficult to simply "flood" a cave to kill all the nasties. It also allows for infinite water to come in.

*Demons and goblins are not forced to be tied together, though given that the other 4 civilizations want nothing to do with a demon (or a goblin, for that matter!), it'll probably still play out roughly the same. Still, demons have to fight for their positions of power.

*Dreams can come true: underground caves can also be flooded with magma, not just water. Watch your step.

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