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- Dwarf Fortress Talk #25, with Rainseeker, Capntastic, and Toady One, transcribed by voliol
- R: Hello, and welcome to today's episode of Dwarf Fortress Talk. I'm Rainseeker.
- C: I'm Capntastic-
- R: And with me is Capntastic, yep yep- Go ahead.
- C: Yep, yep, yep. I'm Capntastic.
- R: We planned this very well, as you can tell. And with us is our illustrious programmer and game designer of the game of the century, Toady One.
- T: (chuckles) That's right, the century started a long time ago. It feels like half of my life ago.
- R: So Tarn let's look really quick, because we were just talking about this before we started recording,
- at our images on the website. These are really cool. I see that you've got the african gray parroy up,
- T: chuckles
- R: Which was my special request years ago.
- T: Yeah, everyone likes ??? (Alex?)
- R: And that's really exiting. I'm really liking the way that the tiles are like merging together, and the grass overlaps the glass. That's cool.
- T: Yeah, what else have had? We had... after that we had the spider picture, the mole picture, the giant toad, the cave swallow.
- Various small mammals.
- R?: Mmm, look at that.
- T: And then the gremlin. (laughter)
- C: I love that gremlin.
- R: So is that mole a giant beast? Are those the giant beasts - is that a giant mole beast? Is that the point?
- T: Oh it's not a forgotten beast. That's actually one of the underground critters. One of the fixed critters.
- For some reason - it's such a haphazard selection right; we have the giant earthworm, the giant mole, the giant rat, the toad, the giant cave swallow,
- the giant spider and then some oddities... But that's... I don't know why a toad. I mean I guess there's some obvious reasons why there might be a toad
- - I'm a toad! But the mole and-
- R: The giant cave swallow though. I mean
- T: Yeah yeah. And there are giant bats too! Once you have a cave swallow you've got to have a giant bat or you're, you know, kind of attempting fate.
- R: Unless you want to go off a different direction than every other RPG in existance.
- T: I didn't know they were so colorful right, it looks so fun now, it's a very fun bird. But, well it's a bright and cheerful game, Dwarf Fortress.
- R: Is that swallow a dangerous creature, or does it just fly around and be giant?
- T: Well, anything that's giant is dangerous, especially cause you're playing dwarves, right. So it can snatch you and tear off your little
- dwarfy parts. They used to ride them and shoot the blowgun darts at people. Still one of our great failings is to not have reclaimed the riding underground
- civilizations that attacked through your wells - I wonder if they ever flew the birds up though your wells? Just flew the birds back and forth in the chasm.
- As I recollect there being a variable called PATTERN_FLIER and you set that on and then it would set a path that they would follow, just tracking up and down
- the chasm, just shooting targets of opportunity as they went by, paralyzing your dwarves with cave spider venom.
- R: ooh, delicious!
- C: Something about winged beak dogs.
- (laughter)
- T: Yeah, it would have to be in Tremors 5, or something.
- R: Speaking of spider, I was having trouble sleeping last night. Woke up about 5:30 in the morning, and I decided to take a shower. So I was looking at my iPad in the
- shower as I am wont to do, being careful not to get it wet.
- T: (laughter)
- C: A dangerous game.
- R: And I was leaning against a towel against the wall, when I suddenly felt a little prickly thing, and then I looked down in time to see a spider sitting on my arm.
- And it bit me. And then I slapped it, and it fell off, and I recovered it. And in a panic for the next hour and a half I searched online to try to figure out how
- to (??? deduce) a poisonous spider. It turns out it is a house spider,
- T: Oh that's good.
- R: those normal harmless things. But they are kind of agressive when startled, apparently. So he bit me.
- T: Yeah, I have a whole ecosystem here, we've got... Cause we had a flea blow up. I mean living in an apartment it is kind of unavoidable.
- So Scamps has had his flea medication, I've been vacuuming, making the eggs get scooped up and stuff. And they kind of died down, but, it lead to a spider explosion.
- (chuckles) And then Scamps is the apex predator. Because he will just - when he sees a spider he runs over to it and just
- "chomp". One chomp and it's gone.
- R: Eats it!
- T: Yeah just eats it and continues the circle of life. There's probably something that lives inside the
- fleas or something goes through the circle.
- And yeah, I try not to think about it too much but there are spiders
- everywhere. But I like to keep them because they're flea control.
- R: I allow the daddy long leg spiders to live in my house. They're they're kind of nice I don't mind them. Anything else though is really creepy looking
- so I'll kick those out if I can but otherwise they're dead.
- C: I have an aluminum baseball bat for gently poking any home invaders of the multi-legged kind.
- R: Yeah, it makes sense to me.
- T: Yeah, once the orb on the back of the spider gets sufficiently big and glossy it starts to terrify me. It's not the
- legs at all just the bigger orb yeah more suggestive of the black widow or whatever. It's kind of scary right.
- R: Yeah, we have quite a few black widows up here.
- T: Yeah, that's not for me .
- R: I was scared that it would be a black widow that just bit me. That was what immediately went through
- my head is like a hospital trip (chuckles).
- T: Yeah, wow, yeah, that's no good.
- R: Aaanyways, enough creepy crawly talk... Capn, how was your week?
- C: I've been making a lot of bread lately. Just baking and baking bread after bread
- Different methods, I got a book. I'm happy about that. I just finished
- baking two loaves of bread today that I started last night, feeling good about that.
- I think a lot of people are turning dwarves, leisure baking during this social isolation period.
- R: I hear that. I professionally bake as you all know, so that's lots of fun.
- Speaking of baking is there baking in Dwarf Fortress?
- T: Uh, sort of. There's the kitchen. The kitchen, the dubious, dubious kitchen.
- R: I don't remember can we make bread?
- T: As I recollect, and people have to correct me if I'm wrong, you can mince flour and make biscuits.
- (laughter from everyone)
- T: And if that's not really, it's at least that bad.
- R: Chopping, just chopping and chopping at the grains.
- T: Yeah. Obviously after going through the mill, like you have a giant water powered or wind powered mill, and you bring the
- wheat there and get it in a bag and you have this flour. And it's you know perfectly fine as a dwarf would do, right.
- You've got great flour. And then you put it on the table - obviously it needs to be minced more finely.
- R: What the real question is is there a giant that can mince dwarf bones and into bread.
- T: Oh, well, we're slightly further along on that you might anticipate because of the minotaur.
- If you go into the labyrinth it generates this maze, right, and there's a room at the end
- of the maze. It's a little five by five room or something, and they have their bone mill there. And they take the bones
- and they mill them into bone meal. And this is why we added bone meal to the game, for the the minotaur.
- This is, in my not so well read recollection, this is not classical.
- I don't know that the minotaur had a bone mill,
- but it's actually from the incredible string band (?) song.
- "Down in the dark my bone mills roll" etcetera.
- So that's why that is in there.
- ?: Okay. [9:20]
- T: Goofy, goofy, goofy british folk music gives us the minotaur with the bone mill.
- And of course they chase you and hunt you through the labyrinth and scream things in the darkness and so forth,
- but the prize is to find their nasty little home. It was kind of a the nasty little home
- series of releases really because the the night trolls also have their habits.
- R: The nasty little homework.
- T: (chuckles) Yeah I forget if they were called habits.
- There is something like that, habits or antics or something like
- that inside the the raw files, where the night trolls that are generated have little weird habits.
- Like one of them will collect beetles and put it in a mortar and pestle and grind the beetles into beetle paste.
- For no reason.
- R: That's good protein.
- T: Yeah... I mean they could be dyeing their clothes, you know, there's all kinds of-
- R: (???) [10:20]
- T: -they don't wear clothes of course - but maybe they smear it on themselves or something.
- You know we just wanted them to feel like they had little tasks that they were kind of obsessed with,
- that made them strange.
- C: Like X-files monsters.
- T: (chuckles) Yeah. So they're good little critters. And some of them just eat rats and things,
- but they all of course kidnap people and convert them and stuff so they're very bad horrifying things,
- but they have like this side gig of messing with little bugs.
- [Musical interlude starts][10:50]
- C: That's wonderful. Little bugs are the best.
- [Musical interlude]
- R: We have... I wanted to do something on Reddit, and read some of these posts that
- people have put up on Reddit. There is one where the title is
- this that says "I like this guy". And this is the story of Abin (???) the marksdwarf.
- He says: "Help! Save me! Death is all around us, the horror." And then the hunter stands up
- and then he says "I feel pretty good".
- T: (laughter)
- R: It's from Count Triple. Hey Count Triple.
- C: Shoutout to Count Triple!
- R: Apparently he's "Just like another day, another day"
- C: Whenever I read these things I can't help but view it like
- an action hero one-liner
- (in a voice) "Death is all around me. I feel pretty good."
- R: (laughter)
- T: Yeah, I'm trying to remember if that's what happens when their thoughts are
- cleared and they have nothing to talk about,
- or if that's what they think when they're an optimist or something.
- They have personality based lines and situation based lines and they kind of
- mix and match them and it sometimes makes them sound
- very ridiculous, yeah.
- R: Here's another one on Reddit, from
- Cabbage Troll: It says that the necromancer invaders
- have been hanging around outside my fortress for so long they've started
- reproducing.
- T: [Laughter]
- R: The kids are listed as friendly in the unit menu.
- T: [Laughter] That's sorrowful I hope they
- don't send out the military to take care of that,
- because they probably will just have to be like wilderness.
- orphan necromancer invaders. I assume that's not zombies - well I hope it's not
- zombies that are that are reproducing.
- R: Well here it says it says "shadow wolf of frightfulbolts has given birth to a girl".
- So it looks like the wolves are reproducing babies.
- T: Oh those... Yeah if it's wolf - it's not too precise
- with the language, but my guess is if it's a wolf
- then it's probably one of the quadrupeds or hexapods that they bred from the
- livestock. But it's also possible that wolf was just used as a name for a humanoid
- because it had a wolf-like aspect to it, right.
- C: mhm
- R: mhm mhm
- T: But everyone can... well not
- everyone. It actually decides if they can breed or not. Some of them are,
- what is that called, diamorphic or whatever, and then some of them are just
- just one sort of body or the other, and some of them it doesn't specify.
- There's all sorts of ways the experiments can
- turn out, that's why they're experiments.
- R: Can you have necromancers that aren't
- inherently aggressive to a fortress?
- T: No, sadly. Sadly they're all rather messed up people.
- R: I mean it might be kind of cool if you could have a necromancer show up and
- offer to buy the corpses off of you. You know what I mean?
- T: Definitely one of those branching
- narrative type of things like-
- R: That would be kind of neat.
- T: -is this a good decision? Is this the decision I want to make for the future of my fort? But I mean if the
- necromancer is willing to pay and the dwarves see that like
- shiny metal stuff.
- R: Adn then they turn around and attack your fort with them, yeah yeah.
- T: Yeah, yeah. But now it might be worth it because you'd be able to
- kind of turn the metal around and make some weapons or something.
- That could be a part of a lifelong partnership as long as you're generating
- enough bodies and forts often do that.
- R: Yep. Here's another post from NZ Sloth.
- It says "Dammit, Safety Hat, my favorite dwarf is dead.
- She's followed me for 46 years through five forts. Started as a useless
- forge slave in my first fort in this world and produced my first artifact: a
- lead cap, hence the nickname "Safety Hat". She migrated to every fort since then.
- She was always single and had a bad personality but was always doing useful
- things. And how did she die, with honor and battle defending a friend? Nope.
- Cleaning up after a major goblin invasion and she somehow...
- falls into a volcano."
- [Laughter]
- T: Yeah, I guess that's another argument for the fencing. It's like "could you add
- fences to the game, please".
- C: My fort has a volcano and
- I really hope no one falls into it.
- R: Well, how do people fall? Is it slippery
- ground or is it just like...
- T: No, I mean that's why I'm confused because
- normally it would be something like dodging or something, right?
- The only time I ever hear about that is dodging, but apparently
- there are other cases.
- R: Yeah, apparently, yeah. And is it is it possible that it's just
- something they were doing messing around with bridges or something?
- T: Oh well, I mean the player is always a wild card here.
- The way the person's talking about it it seems like that they weren't, you know,
- collapsing a whole section of floor or anything like that.
- But yeah, there's always other... I mean, if there were mine
- carts around they jump out of the way of mine carts. I doubt there was a falling
- tree, although it could have been outside because it was cleaning up after
- a invasion. If someone was doing a lumber operation they could jump out of the way
- of the tree.
- R: Ah, and that would possibly cause you to
- topple off a cliff.
- T: Yeah, right down to the center of the
- volcano, sadly. The lead hat's not going to help for
- very long.
- R: It's like melting as you...
- T: It's like Terminator 2 maybe they held their thumbs up. It's a great moment for everybody.
- R: She's like "My nightmare is finally over".
- (laughter)
- T: Yeah, why she decided to go to the fifth fort this person was running.
- R: I know, "I'm with you, to the very end".
- C: What was her emotional state? This is the the important thing.
- R: Yeah, NZ Sloth, we want to know more. We need more information.
- T: Yeah, cause I imagine they were sad that their
- fat was melting inside their skin, while their skin was unaffected or however it works.
- C: Or they were in rain a year ago.
- R: (laughter) (???)[17:55] rain for a year yeah
- (In a voice) "It rained on me once".
- T: Yeah, still it's like... every time I talk about like the
- triumphant addition of character arcs and long-term memory to Dwarf Fortress
- it's like, well, of course half of these character arcs involve someone getting
- sad in the rain and upending their whole life philosophy.
- R: (laughter)
- T: It needs work. It's pretty sad, but it's all
- right. Everything will be fine.
- R: Okay. So someone mentions a good omen and that just makes me wonder, like have
- you ever thought about putting omens in the game?
- T: Yeah... Everything to do with precognition and prophecy is always
- kind of tricky. Which is why- what we've done so far with the the like the
- shrines when you... because there's the dice now in the shrines, right, and you
- can roll them. And sometimes it is like "oh good luck for the week", or whatever,
- which is in a sense some sort of omen. Of course we could have stated it a little better.
- I mean the pictures on the dice sometimes are fun.
- But the idea is that we can produce
- something like that omen for you by altering your skill rolls. And that is of
- course just an adventure mode thing. And we
- do bad luck the same way that we did bad luck with the mummies by
- just tanking the occasional skill roll, so
- that a bad thing will happen
- periodically.
- R: Really?
- T: Yeah, we didn't want to just cut the skill
- rolls by 20% or something. We make it so it zeros a skill roll
- every once in a while, and if that happens to be a crucial
- dodge roll or a crucial attack roll then you will feel cursed.
- Not that it's like so apparent... it really should highlight it by having
- the mummy laugh in your head when it happens or something.
- But yeah, it's not signposted enough, it'll just like generally feel like bad
- luck which the player would have to kind of think back to
- what they did. Why were you robbing a tomb? Or why were you rolling the dice?
- R: Well I was thinking you could do omens like having a bat land on the
- leader or something and like have that be like an omen of an upcoming
- vampire attack, you know, inside your fortress.
- Or bunch of swallows fly you know over the river and that's an
- omen of an attack from elves or something.
- T: Yeah... we did... it's funny, it was like in the pre-initial release, I'm not even sure
- this was in the first release. When there was an undead invasion scheduled for year
- four or five, one of your dwarves would have a
- nightmare the season before, and it would be in their thoughts
- that they had a nightmare about the undead invasion.
- So that that kind of omen is easier to do than the ones that you're talking about,
- when we already know that there's a scheduled event. Like once the army
- leaves to march, of course that's a little more difficult now because armies
- arrive fairly quickly at the destination.
- But it's still possible to just kind of seed it in the AI's head, that hey we want to
- attack you. And it's all the better if
- the omen is not sort of guaranteed to to come true, which is, you know...
- R: Oh that would be kind of cool, yeah.
- T: ...fairly common and then then you can set up prophecies
- like that. It's like the sort of Macbeth style prophecies are harder to
- do, when you're like "no one's going to be able to harm you" and stuff like that.
- Then you have to go through all the mechanics and turn them off and make
- sure that you can't accidentally fall into volcano, or whatever.
- Or if you do you're just like magically saved by water that spilled somewhere
- and turned it into obsidian right before you hit the ground, and you hit the
- ground just right, or whatever. And that's just...
- it's too much work, right, but the kind of the kind of like
- foretelling events that the game has already decided to do
- is much more simple.
- And if we go with something like the cave-ins that are... if-when we
- we pull off the idea about kind of scheduling cave-ins when there's structural flaws, and so forth,
- then it could have omens about that kind of event scheduled.
- We could do crop failure. It could be an easy schedule, you just decide that
- a farm plot's gonna fail completely and then
- kind of schedule, like partially talk (?) [22:10] about that.
- Yeah so I see that as definitely the sort of thing that that
- you can get a lot of traction on in different directions.
- [Musical interlude starts] (22:15)
- R: Yeah yeah, that'd be cool.
- [Musical interlude]
- C: All right well I have a tiny little question, a tiny
- little topic that has a personal favorite of mine.
- When are we going to play as other civilizations when are we going to get
- Goblin Pit? Necromancer Tower? Human... town?
- Human city? Human... harem guard? (?)
- R: Human caves? (?)
- C: Yeah.
- So many options. And procedural civs. I'm sure it's really easy to add all of
- this in just a couple of lines of code, right?
- R: Oh just, yeah, five minutes right?
- T: Yeah... I mean we have our eyes on these things, right. It's like... and you
- know we say that after, you know, 14 years of not having them... although my
- brother's forts often involve a above-ground component. He just makes
- little houses for them outside, and so forth, with a wall.
- But yeah the various challenges
- there. I mean we've experienced them in the new residency stuff
- having humans move into an existing fortress.
- Like especially if you've got different types of critters then you have to worry
- about clothing- of course, because we, you know,
- stupidly made clothing different sizes or whatever, we have to worry
- about that. So in some sense it should be easier to do the the
- single critter fortresses, and then people have experienced the issues with
- that when they're modding, right. Flying critters have horrible
- path finding. With humans you're more just like
- we need a better construction interface right, like to build buildings.
- Even if it is... I mean people
- are probably used to it by now, since there's so many games where you can just
- place things block by block, like building houses like that. I always kind
- of felt bad that... like when you built a big wooden wall
- that it's not like a house raising or something like where you bring
- "bshhhh" -
- here comes the big wall, popping into place, right? It feels like that's how it
- should be. But, I mean, that ship is fairly well sailed so it doesn't really matter.
- C: ??? [24:35]
- T: Yeah, just placing block by block and having this little... you know,
- that's fine. So I don't think that big deal, the big deal is just the
- horrible interface for it when you're like b-shift-c-w.
- At least you can drag rectangles now,
- and enter-enter-enter-enter, and select the wood. But that's
- one of the things that's up to be changed in
- the Steam release, which of course carries over to the Classic
- release as well, of having better ways to place
- constructions, and not having to like select every
- individual log. And like if you don't care
- which maple log, or even if it's maple that they use
- then you should be able to pop down a wall just by going, you know, click-click.
- C: Click-and-drag rectangle yeah
- T: Yeah it's a little more difficult with
- the z stuff but if we if we repurpose the mouse wheel in that interface for
- going up and down z levels, then it'd be like click, and then mouse-wheel-twiddle-click,
- and then you've got a three tall
- seven long north-south wall, right.
- R: Beautiful, yeah.
- T: You still need 21 logs to build it but that's your dwarves' problem,
- not yours.
- R: Right.
- T: And then you've kind of attained
- one of the big stumbling blocks for human
- town mode, is just getting those things nicely
- structured and having easy way to lay out
- roadways, and stuff like that. And then that would be
- kind of the big thing. Then there are sort of
- other stumbling blocks of getting... Well there are a
- few other things to think about. One would be just the
- overall framing story, like we probably don't want the mountain homes
- of the humans like sending you a liaison that requests that you
- uplift a baron, in like the same way and stuff, right? So there'd be certain
- restructuring and the current thinking on that had been
- to do that with the embark scenarios. To kind of think about why you're there
- and then that would be more structurable. Of course that would come after the Myth
- & Magic release, and this is kind of the big point on that is that
- with the Myth & Magic release you set those weird sliders over
- to have non dwarf play because you're playing a like three legged mollusk.
- Then, I mean, human town mode seems attainable
- when you've know done three legged mollusk mode. Of course
- three legged mollusk mode comes before the embark scenarios in this timeline, so
- you'd still have some kind of like output liaison scenario probably with
- your three-legged mollusks. So it's one of these things that we're
- approaching in this modular fashion. As we've noticed in the past with
- several features once you've done enough of the work like this and
- you think ahead to the sort of things you want, and we've
- always kind of wanted to be able to play...
- R: Mollusk man fortress?
- T: Well, more like humans, and necromancers, and wizards
- assistants and things like that, right. So we're always sort of aiming at
- these things with the features that we add, even if
- we're kind of slow about it.
- But you just suddenly realize what
- you can do. Like we had with the villains release, realizing we were able
- to pull off more than we thought we could do
- initially there because of the other structures that had been put in place.
- And now because of what we've done there we're
- going to suddenly realize, and not suddenly realize because we planned for
- this, but realize that oh, you know, all kinds of diplomacy and stuff is open
- now because we've got people that can perform tasks for other people.
- And so you can say out all kinds of things like that now have a framework in place that
- that will more or less work once we
- revisit after the after the Steam release and finish it up.
- R: So what kind of things can you have
- people do, theoretically? Like have people assassinate other people, is that what
- you're kind of talking about, or doing
- trade missions or?
- T: (chuckles) So the people assassinating people
- actually falls within the villains framework itself, so it's like that that
- part was yeah, yeah-
- R: But you can hire people to do that
- is what you're saying?
- T: Yeah, exactly. And in fact that was going to be part of the villain's release, is this kind of
- fort as villain or fort as spymaster thing where all of the plots
- available to the villains, including like preparing an artifact heist
- or doing an assassination mission, doing some kind of blackmail mission to get
- someone generally on your side so you can use them later,
- all of that would be easily available in fort mode just by going into the
- the "c" screen or wherever. It might be
- moved over to the counter, or the espionage screen, or be part of the the c
- world map screen. But we have these kind of messengers
- and you'd be able to set up your agent as a kind of messenger, and send
- them on a mission. Because we have those squad missions
- that you can send dwarves out of your fortress to raid things and steal
- livestock, or whatever. But those missions all use this this thing, just because of
- how they started, it's called the army controller framework, and that's just the
- kind of goal that's sitting in their head
- that controls a group that's moving on the map.
- But now the army controllers can be linked to
- plots and plots live inside the head of every person who is kind of in the
- intrigue game. We don't have them for all
- like 20 000 living people because it would start to be kind of a memory and
- processing problem, but anyone who's sort of opted into the world of intrigue,
- which includes all the leaders in the world but also all the villains and a
- few other players, have the the plots and their plot
- actors that they can kind of say like "what is
- my current perceived place in the game", "what is
- my objectives" and "what plots can I initiate to achieve my objectives
- whether that's-"
- R: Would-
- T: -yeah.
- R: Would you be theoretically able to, like, blackmail a
- leader of another nation into protecting, putting troops outside
- of your fortress to keep you safe?
- T: Yeah, the theory would have to be accompanied by making the
- alliance system work a little better. We have an alliance system now, right,
- in quotes, "the alliance system" in quotes. Because necromancers still take over the
- world, right, so we decided to help civilization live longer by having any
- any civilized people that aren't, you know,
- undead or, you know, ruled by demons and so forth ally
- against the threats that are that sort of thing.
- And then they will send their armies together. That has not been realized
- in fort mode because it involves some timing on the
- world map. But the good news is, of course, the
- army rewrite stuff that's coming before the magic release.
- Before that all that stuff, just
- after the graphics release, we have the villain
- finishing and the army work.
- And army work right now, there's going to be things that are done
- and things that aren't done and as usual we don't know quite what's going to land
- inside the mark and what's not. But certainly on the table is that kind of
- thing; this sort of coordinating of forces, leading forces that are off-site,
- being able to direct them further than what you can do now, which is just kind
- of send them off on a mission, then they come back. But what would it mean to be
- able to kind of raise up a whole army from all of your holdings? I mean it
- constantly tells you about your holdings, right, it's like "oh this
- hillocks group is looking to your fortress
- for its economic security" or whatever.
- I don't remember what the message was, but it pops up annoyingly and you have
- to press enter. And sometimes it's like goblins or something, right, it just
- pops up and you're like "okay what does that mean?". Doesn't mean much.
- And I think sometimes it means you can send for people from
- there, you can like request more migrants anytime you want. You can also exile your
- dwarves. If you want to kick someone out of your fortress you can kick them out
- to those places.
- R: Huh.
- T: Yeah, that's all in. I'm not
- sure how well that that's realized right now but that's technically in. There's
- some weird things about it of course.
- R: So what happens if you exile a vampire to a
- neighbor?
- T: Yeah... they they'd be a vampire
- in the the neighboring village, I don't think that's...
- R: Would they take over though?
- That's what is my question. Like [???] [33:25]?
- T: No no no, yeah yeah. I think vampires are one of those things that post-world gen
- doesn't have the same kind of AI fidelity.
- It'd probably just try and sneak back to your fortress basically.
- But assuming a new identity... (chuckle) it's so ridiculous because they'd assume a
- new identity.
- R: "Hey wasn't that Urist! I thought that was Urist!"
- "No, no, no, that's Uzed."
- "I don't think so!"
- C: Diffent hat.
- R: "He's wearing a different hat, you can tell."
- (laughter)
- T: Yeah, it's like they freshly clean off all their bone trinkets or whatever.
- But... yeah, and the thing that's even worse
- about it is like it would partially work.
- The player would probably be confused by it unless they like looked at the dwarf
- and saw the scars or saw something else that they identified,
- but your dwarves in the counter
- espionage screen where they track identities,
- if that dwarf had been brought in previously or otherwise talked to,
- like they would know that the new identity was fake.
- But they wouldn't bother telling anybody.
- R: (laughter) Oh yeah, that's the vampire we kicked out.
- C: There's no urgency to reveal a plot, it's just like "oh, yeah, I knew.".
- T: Yeah it's like classified. "This is
- classified information, we've redacted the vampire's identity".
- But the player is not on a need to know basis here.
- C: I'm thinking like the witness protection program.
- T: Oh I'm wondering...
- R: So are you
- planning on like setting up an automated system where you can give orders based
- on like discovered intelligence? Like any discovered vampires for instance that
- show up are immediately put into holding or something?
- T: I think the main
- thing we thought about was migrant kind of...
- like do you have a interrogation thing where you bring people in and
- and talk to them when you're worried about...
- R: This is your interview.
- T: ...yeah, agents and vampires and
- stuff. But, you know, as we all kind of experience now when you have
- stricter immigration protocols there's a whole other
- side of that, right. So it's
- interesting to see where that takes the fort, and what that means about
- your reputation with the outside world; what that means with the reputation with
- the rest of your civilization. I mean one of the main things you can have in
- in even in medieval times is like the king
- of the dwarves or whatever, the queen of the dwarves, gives a a writ or something
- to people or a whole group of people the right to the freedom of movement, right,
- and stuff like that.
- R: Yeah yeah.
- T: And so you would be perhaps at odds with
- your civilization, because it seems my impression
- is that you know dwarves are a very kind of... you're allowed to move where you want,
- right, that's very much seems to be how it works.
- R: They're free-loving species, yeah.
- T: Yeah, that's like you can go here and...
- But when we start getting more into guilds and more into
- religious stuff there's going to be
- these sort of natural in-group out-group and exclusion
- practices and so forth that'll be interesting to model on a...
- Getting tensions with your own civilization be pretty
- cool.
- R: That will be interesting, yeah. Getting like the shoe guild
- to be at odds with the glove making guild right.
- C: Yeah.
- R: They want they want better prices on the leather, right, but they fight
- over that and so there's a this competition there.
- C: Just as intense as Game of Thrones.
- T: [Laughter] That's right. The Game of Shoes.
- R: Yeah, "Urist, were you just kissing your sister?".
- T: Oh dear.
- R: "...no."
- T: Well that's a whole
- topic we probably shouldn't go into. It's like how do these family
- trees happen in Dwarf Fortress some of the ones we see?
- R: The monarchies.
- T: [Laughter] Yeah, it's like I'm not sure we have an
- appropriate uncle detector. Does it work? I'm not sure.
- C: Oh no.
- R: We don't have any
- genetics in the game, do we? Oh my gosh, this conversation is going everywhere.
- But like family trees,
- do they have any things that get passed down?
- T: Oh yeah, yeah.
- I mean you can tell when you see like the the
- the eye color and stuff right. And the hair and other simple
- stuff like that just passes down,
- just because it's what people expect more or less, right.
- There are very basic in the sense that you can
- have... there's sort of a dominance-recessive thing but it's - if I'm
- not mistaken is it alphabetical right now? I don't quite
- remember. (chuckles) It's really not in depth the way
- it is now, but yeah, technically you could do things like dog breeding
- and stuff. It would be pretty harsh the way you have to cull to get what you
- want because you can't... I guess you can do gelding
- to kind of close off certain colors of dogs and things. And
- technically that should work, I'm not sure how much people have tried to do
- that.
- C: There was someone on the forums recently who tried that...
- Let me see... "genetics and selective breeding
- science" by moeteru. "genetics and inheritence are supposed
- to be a thing, this is what Toady had to say in DF Talk number eight," -
- T and R: Oh!
- - "from ten years ago"
- R: Wow.
- C: But they did some experiments and their conclusion is, !to put it simply
- attributes don't seem to be inheritable, all the means are within roughly one
- standard error of one thousand, which is what you'd expect if they're generated
- completely randomly".
- T: Okay, so attributes, we're talking about
- like the strength of the...
- C: Mhm mhm.
- T: Yeah. so that's different
- than colors. I mean I don't know if they talked about the colors at all.
- Attributes I have no memory... I thought I you know back as it's probably
- the same roughly I don't know as a long time ago as what I said in DF Talk
- number eight from like 20-, whatever that was, -12 or
- something. My recollection was that there was
- a kind of link to that, but yeah it not
- working would not be the most uncommon thing to hear in Dwarf Fortress terms, would it?
- R: Well that would be cool if you could
- breed for stronger teeth, or just stronger dwarves, or whatever.
- T: Yeah, my understanding was that you could at least for the
- main attributes, but yeah
- sadly broken, according to the forum scientists.
- We try our best. Our best is rarely good enough.
- R: Yep. Bugs happen.
- T: Yeah, bugs and all kinds of other mess.
- [Musical interlude] (40:30)
- C: All right, and now we're going to answer
- some questions. If you have questions you'd like answered please send them to
- T: toadyone@bay12games.com , and make sure that the entire subject
- line is "Question for DF Talk".
- S: Meow.
- T: Hey Scamps.
- C: Perfect.
- R: The meow.
- T: Yeah, so here are the questions:
- So we have a question from Recon 106.
- The question is,
- when we do add the Myth & Magic release,
- when we add demons to it, is there going to be a possibility of worlds
- where the demons are not trapped in the underworld, that they're actually roaming
- around on the the the outside? Because
- what we were talking about when we talked about these
- other races, not just demons and things but angels and
- forest spirits, and all that, we just kind of talked about them as if they're out
- there doing their thing, or they're off in some plane somewhere, or
- they're wherever. And indeed that's the idea. The idea is
- that there would be a number of situations,
- it wouldn't always be the underworld exactly as it is with, you know,
- - spoiler alert! - adamantine
- spires coming up from a kind of underworld place that's
- described as being a different place, like the sky is described as different
- when you go down there and do the weather description, so it is sort of a
- different place, but it's really just kind of under too - it's the underworld.
- And it always works a certain way. Yeah. And we're planning on
- having just different possibilities there.
- Although in the next question we'll address
- that. But first, another
- question from Recon 106, is whether or not it'd be possible
- to deal with necromancers
- that can raise your corpse piles and so forth, whether or not
- it would be possible for proactive zombie movie measures
- to deal with that? Which of course you could do now by dumping
- dumping the bodies into a magma pit for example,
- but they want to be able to
- chop off like the heads or something right and just do sufficient
- chopping. Which I believe would be the heads and both hands? Like as long as you
- have a grasper or a head-
- S: Meow.
- T: Yeah, as long as you have a grasp or a
- head you're allowed to come back from the dead, right.
- So that you can be like... is it "thing"? Is that the hand?
- R: Yeah.
- T: Yes, "thing" the hand. We needed to have "thing". "Thing" was required, but also
- just like a head that goes like "wakwakwakwakwakwakwak".
- (laughter)
- T: Okay, so these two
- things are important. So yeah, it'd be a kind of quirky thing to add, you know.
- In the general sense I'm all for it. I have no idea when I
- get to doing things like that but I think it's a...
- Certainly now in the the world that we've created I can see why people are
- thinking about sort of anti-zombie measures.
- R: Well it's very scary out there right now.
- C: We already have werewolf and wereperson plagues. Those aren't fun.
- T: Yeah that's... we made them a little bit harder, your fort
- has to be a little further along, you shouldn't just get them in the first
- season anymore. But yes... and I don't know that there's any really
- good counter counter measures for that, other than just quarantining everybody
- that was bit.
- R: Has been bit.
- T: Yeah but you can't like
- press silver against their foreheads or anything like that.
- R: So now what happens if your entire fortress turns into werebeasts?
- T: My understanding is that it doesn't fall to ruin when they convert? Because the
- worry would be when the full moon happens they all turn into were beasts
- then it would say like "your fortress has fallen into ruin".
- My recollection was thinking of that, and fixing that. But you always,
- like after this many years what side issues and edge cases I've
- fixed versus which ones someone's brought to my attention and I was like
- "oh I really need to fix that". I'm not actually sure anymore whether that's
- fixed, but my understanding is that you would just have them kind of convert and
- then nothing bad would happen. Except the new migrants of course, any new migrants
- would have a very bad day that day. And then you'd have more, maybe.
- C: Fortress Wolfenstein.
- T: Yeah, yeah. I think that's how it works but I may be wrong.
- R: That's kind of funny.
- T: Yeah. Next question is from Firey, I'm not sure how to pronounce any of these obviously, but Firey from
- the forum had a question for DF Talk,
- wondering if the if the myth generator can generate all
- of the vanilla elements, and whether in fact you could
- recreate the entire vanilla thing? This relates to that that previous question
- about, well, are demons not going to be in the underworld anymore, could you
- have all kinds of different demons? But then the flip side is, could you get back
- to Dwarf Frotress are we really just blowing everything up?
- Could you get back to the...
- C: The default.
- T: Yeah, the default setting. And the idea is
- that we'd kind of be growing out from that, right. The easiest thing to
- do, of course, is to change nothing. And then as you're changing things the stuff
- that you haven't changed, of course, is still just sitting there
- and as we build out the myth generator some stuff is just going to get
- changed immediately and other things won't be.
- And as we're doing that we're planning on having the
- ability to recreate the existing situation. Of course it's sitting right
- there so mostly it's easy to have that as an option.
- But also we understand even nostalgia reasons are completely legitimate
- reasons to just keep it there if it's keepable right.
- And having things like - the way the myth
- generator works, I understand why the concern comes up, the way the myth
- generator works when it talks about underworlds and portals and things
- hasn't in any of the examples we've read recreated the
- the existing situation. But of course the existing situation as it stands is
- ambiguous, as we kind of alluded to before. The underworld is under, it sits
- below and you dig down to get there, but once you get there if you press the
- weather button in adventure mode it says that "the clouds are purple swirling
- spirals" and none of that is reflected in the game. I mean, our thinking
- was that you actually did end up in another place that was below
- but also different. And so the nice thing about the map rewrite that comes with the initial myth
- release is that it allows us to realize the default system in the way we wanted it realized,
- but if someone wanted to also just have a lower cave layer
- then that would also be possible. And it's in fact the easier way to do it.
- So it might be described differently though.
- So in some limited sense then perhaps the
- default would not be attainable, unless there's a way to go to the same place
- but have it sky described differently for some reason.
- Which was kind of just covering for our inability to do what we wanted to do.
- Yeah, so that's the caveat I guess on the on the recreation of the default.
- C: Would there be an option to have a just baseline default
- DF classic, however you want to spin it.
- Because I think there's something to be said for having like a baseline
- experience.
- [48:50]
- T: Oh yeah, I think I think that's
- that's what's going to happen when you have the sliders on pretty low settings
- too as you kind of... it really will just draw from the files and maybe just
- give you forgotten beasts, and give you a pretty prosaic... I mean the
- myth is going to be there, and of course the lowest slider setting
- was that it's fake, which would probably be the most default setting there is.
- Except for the fact that the vampires and werewolves
- happen, and the demons are released with
- those vault things, and so forth. There's a few kind of default things that
- that that happen but at the same time-
- R: Does that shut down the necromancy then too?
- T: Well, necromancy is also very
- defaulty, or whatever.
- I think the kind of counterpoint is, I mean it's similar to
- the the way we stepped into 3D, right. We lost
- certain cool stuff that we want to recreate, and in fact the map rewrite is
- our way of recreating that. So we're finally returning to some of the
- cool stuff that's going to restructure the the play experience in 3D to
- bring some of the 2D stuff back, have the ability to do that finally,
- with like better underground rivers and waterfalls, and things.
- But the thing here is some of the
- things are just so unrealized, like what it means for those deity curses to
- happen and why these
- secrets of life and death are being given to the necromancers by the deities,
- and things like that.
- Like there's something to be said for the
- default experience, but it would be cool to have a little more information too
- and maybe we can't avoid having more information, or something.
- And then there's the whole other thread here about the about the editors. When you
- say like, people sitting down having a default dwarf fortress experience,
- there's also this one where there might be... we've talked about pack-in worlds and
- stuff being bad in general, but there's
- also this kind of like pack-in setting idea we had just for
- the sake of giving people, like modders especially etc., and also just to keep us honest about it,
- having every kind of thing that you can do with the editors command-wise
- being realized in some kind of pack-in. And then that would actually end
- up being a kind of defaulty setting. Just kind of reclaiming certain
- default elements just by showing you "well, if you want to write demons in an
- underworld this is how you tell the myth generator to always do that".
- R: Have we talked meaningfully about the modding community? I'm just curious
- if we're going to have Steam support
- for the modding community, or if you're just going to keep it the way it
- it's always been?
- T: Oh no, that's a whole
- thing the integration of Steam Workshop.
- And we're actually having the whole shebang there.
- R: Whew!
- T: The questions that remain are like mostly technical ones. It's like you turn the
- Steam Workshop on people can sign in get their mods and stuff, but games also
- often have a interface within the game itself where
- you click the Steam workshop button, and it pops up a connecting window to Steam,
- and stuff like that, right. You click on and off, and stuff like that.
- That all is just a matter of like, I
- haven't looked at the API yet, like I haven't gone on Steam and said "what is
- your API? How do you integrate these libraries, and windows, and things?".
- And so that's why I have no specifics, right,
- about what exactly is going to get pulled off on the first release, versus
- how we can improve it over time, how like internet connection stuff works.
- Because in one model Steam handles all the internet stuff. You
- go to Workshop, you click yes-no-yes-no, and stuff.
- And then it knows what mods you have, it patches them into your game,
- but the the game doesn't connect to the internet to do that.
- And then in the other model the game also handles the mods. And that's better in a way because
- it allows you to do more collision detection and other stuff like that,
- right, it's like ideal to have it work that way. But we'll see
- kind of what the hurdles are for that, and that's the only reason that
- I don't have like strict promises about the exact setup. But yeah it's all...
- it should be cool. Because mods are cool, people sharing
- mods are cool.
- R: Yeah, I always feel like
- when games do it well, it provides a lot of interesting content for for the
- game.
- I mean, there are some games that like just totally exploded once they they did
- that, like Minecraft of course.
- C: I'm thinking DOOM.
- T: (chuckles) Yeah, I was a DOOM modder in my own house. I shared it with
- our friends, played our DOOM levels in like 1993 or
- whatever... over like a telephone
- connection, or whatever. Yeah, that was cool.
- R: Speaking of multiplayer games, is there a universe where
- someday two people could play Dwarf Fortress and
- manage the fortress together?
- T: I'm always out of date on the mods,
- right. I think people have done lots of experiments with that now.
- R: Hmm. I wasn't aware of that.
- C: I think there was a version with a terminal two people could connect to.
- T: Yeah because there's that remote DF already that communicates with the one
- that's running in your home, or whatever.
- ...and I'm not sure why, I mean maybe...
- if you want everyone signing in, it'd be like a private server
- if you could get that to hook up twice. I mean, people would be fighting,
- I mean, they'd have to figure out how to - like what happens when someone presses left
- and someone punches right? But I'm sure that's a common
- concern that's always figured out.
- R: I mean, it would be nice if each person
- had their own user interface, so they didn't interact with each other.
- You'd have your own cursor so you can see what each person is doing, or whatever.
- T: Yeah yeah, that's obviously a much more involved project
- than... I'm not sure what people have done
- done along those lines in terms of mods because they've done you know most other
- things, so it seems-
- R: But at its core, it's not theoretically impossible.
- T: It's not theoretically impossible. It's generally, you know, away
- from the sort of things we're personally interested in working on.
- R: Oh yeah.
- T: But it's... Yeah, certainly
- certainly in the... and anything to do with like internet protocols is
- completely beyond my experience and expertise, at all.
- So that's one reason we haven't done it.
- R: Yeah, that makes sense.
- T: One among many. But yeah, nothing
- outside of, you know, coming up with
- the whole game for why it wouldn't happen.
- It's like how does that work? What are people doing? Who are people playing?
- Who can they control? Do people compete against their orders? Do they like
- have bidding points or something? It's kind of like playing multiplayer Majesty
- or something.
- R: Once you start getting to that place, then each of you might have a certain amount
- of clout with the dwarves. Certain guilds and stuff. That could be kind of fun, I mean-
- T: Yeah yeah, that all sounds really cool.
- R: That could be an expansion, you know. Once you release, you could have the multiplayer expansion.
- T: Yeah, yeah... It's not something I think about much.
- [sounds of clanking]
- T: What is that! Here comes trouble!
- R: Uh oh. Does it have a tail?
- T: Well not much of a tail, cause Scamps is manxy-
- R: Oh yeah, that's right!
- T: -but it doesn't stop him from being trouble like a cat. Does it, does it?
- I mean fortunately that had a lid on it, (chuckles) but it's on the floor now.
- [Musical Interlude] (57:05)
- R: Well thanks guys, for coming along on this wild ride with us,
- talking about Dwarf Fortress. You know, we're just so happy that you've
- been part of our community for this amount of years. You know what I'm talking about,
- Charlie.
- T: (laughter) Yeah, the people-
- R: Let's start thanking people. Who are we thanking, Toady?
- T: Well, everyone who sent questions. That would be Recon 106 and Firey, sending in questions.
- And everybody else out there, this is an opportunity. Dwarf Fortress Talk is back,
- and questions will be answered. Especially now, if yours is the only question, we're going to read it.
- Why I suppose that is a horrible promise to make, because we're going to get some interesting ones now.
- R: [laughter]
- T: But we'll go ahead and do it, we'll read them. And yeah, thanks to everybody that helped out,
- not just over the years, but especially last month! And the month before! People helping out now!
- Yeah, Quatch gave me a protocol on how to fix the episode, that was like just...
- step one you do this envelope, step two you look into the spectrogram and do this thing,
- and do the compressor, and do the this and that.
- R: Oh, beautiful.
- T: Yeah, and we should thank Sankis and Will for that as well.
- R: Yay!
- T: If people want to help out we're Bay 12 Games on Patreon, and there is also the little paypal button on our site.
- All that stuff just goes into keeping us going, keeping the lights on on the web site... and feeding, feeding us,
- and rents and foods and things. And the little kitty cat needs his... apparently he's got an addiction to smoked deli meats.
- Can't give him too much deli meats though.
- C: That's the most natural thing in the world.
- T: But is it natural for Scamps to not eat deli meats that are not smoked, and to literally refuse them?
- R: (laughter) You know what, that's just being a discerning palate, right.
- C: I mean, Scamps can have little-a salami, as a treat.
- T: Yes, it has to be smoked though. I had to eat those deli meats, those labeled as "oven roasted". Oh is oven roasted not good enough for you, is it?
- Just sitting right there, staring at me.
- R: (laughter) You know we're talking about you, Scamps.
- T: (laughter)
- C: I also have a Patreon, Patreon/Capntastic. If you'd like to throw a few dollars my way I have a special Dwarf Fortress tier,
- where when I play Dwarf Fortress I will pull your name out of a hat. Maybe not a literal hat, but I will make a dwarf
- with your name, and if any horrible fate happens I will keep you updated.
- R: And there will be horrible fates.
- C: Of course.
- R: Yeah, and I'm Rainseeker, and I have a business called Measures of Joy with my wife. We exist in northern California,
- and you can find us on Facebook. At "Measures of Joy Gluten Free" - or "Measures of Joy Bakery Gluten Free". So, have fun finding that.
- (laughter)
- C: Choose your fate wisely.
- T: Yeah, awesome! It was good to get back together and do another show!
- [Musical outlude fades in] (1:00:50)
- R: Yeah, and next week, er next time we're going to be announcing the iPad version of Dwarf Fortress!
- C: Oh, don't tell people that.
- R: Oh sorry! Spoilers!
- T: That will be a big surprise...
- [Musical outlude]
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