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WIP DF Talk #25 transcript

Jun 30th, 2022
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  1. Dwarf Fortress Talk #25, with Rainseeker, Capntastic, and Toady One, transcribed by voliol
  2.  
  3. R: Hello, and welcome to today's episode of Dwarf Fortress Talk. I'm Rainseeker.
  4. C: I'm Capntastic-
  5. R: And with me is Capntastic, yep yep- Go ahead.
  6. C: Yep, yep, yep. I'm Capntastic.
  7. 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.
  8. T: (chuckles) That's right, the century started a long time ago. It feels like half of my life ago.
  9. R: So Tarn let's look really quick, because we were just talking about this before we started recording,
  10. at our images on the website. These are really cool. I see that you've got the african gray parroy up,
  11. T: chuckles
  12. R: Which was my special request years ago.
  13. T: Yeah, everyone likes ??? (Alex?)
  14. 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.
  15. T: Yeah, what else have had? We had... after that we had the spider picture, the mole picture, the giant toad, the cave swallow.
  16. Various small mammals.
  17. R?: Mmm, look at that.
  18. T: And then the gremlin. (laughter)
  19. C: I love that gremlin.
  20. R: So is that mole a giant beast? Are those the giant beasts - is that a giant mole beast? Is that the point?
  21. T: Oh it's not a forgotten beast. That's actually one of the underground critters. One of the fixed critters.
  22. 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,
  23. 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
  24. - I'm a toad! But the mole and-
  25. R: The giant cave swallow though. I mean
  26. 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.
  27. R: Unless you want to go off a different direction than every other RPG in existance.
  28. 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.
  29. R: Is that swallow a dangerous creature, or does it just fly around and be giant?
  30. 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
  31. 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
  32. 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.
  33. 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
  34. the chasm, just shooting targets of opportunity as they went by, paralyzing your dwarves with cave spider venom.
  35. R: ooh, delicious!
  36. C: Something about winged beak dogs.
  37. (laughter)
  38. T: Yeah, it would have to be in Tremors 5, or something.
  39. 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
  40. shower as I am wont to do, being careful not to get it wet.
  41. T: (laughter)
  42. C: A dangerous game.
  43. 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.
  44. 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
  45. to (??? deduce) a poisonous spider. It turns out it is a house spider,
  46. T: Oh that's good.
  47. R: those normal harmless things. But they are kind of agressive when startled, apparently. So he bit me.
  48. 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.
  49. 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.
  50. (chuckles) And then Scamps is the apex predator. Because he will just - when he sees a spider he runs over to it and just
  51. "chomp". One chomp and it's gone.
  52. R: Eats it!
  53. T: Yeah just eats it and continues the circle of life. There's probably something that lives inside the
  54. fleas or something goes through the circle.
  55. And yeah, I try not to think about it too much but there are spiders
  56. everywhere. But I like to keep them because they're flea control.
  57. 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
  58. so I'll kick those out if I can but otherwise they're dead.
  59. C: I have an aluminum baseball bat for gently poking any home invaders of the multi-legged kind.
  60. R: Yeah, it makes sense to me.
  61. 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
  62. legs at all just the bigger orb yeah more suggestive of the black widow or whatever. It's kind of scary right.
  63. R: Yeah, we have quite a few black widows up here.
  64. T: Yeah, that's not for me .
  65. R: I was scared that it would be a black widow that just bit me. That was what immediately went through
  66. my head is like a hospital trip (chuckles).
  67. T: Yeah, wow, yeah, that's no good.
  68. R: Aaanyways, enough creepy crawly talk... Capn, how was your week?
  69. C: I've been making a lot of bread lately. Just baking and baking bread after bread
  70. Different methods, I got a book. I'm happy about that. I just finished
  71. baking two loaves of bread today that I started last night, feeling good about that.
  72. I think a lot of people are turning dwarves, leisure baking during this social isolation period.
  73. R: I hear that. I professionally bake as you all know, so that's lots of fun.
  74. Speaking of baking is there baking in Dwarf Fortress?
  75. T: Uh, sort of. There's the kitchen. The kitchen, the dubious, dubious kitchen.
  76. R: I don't remember can we make bread?
  77. T: As I recollect, and people have to correct me if I'm wrong, you can mince flour and make biscuits.
  78. (laughter from everyone)
  79. T: And if that's not really, it's at least that bad.
  80. R: Chopping, just chopping and chopping at the grains.
  81. T: Yeah. Obviously after going through the mill, like you have a giant water powered or wind powered mill, and you bring the
  82. 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.
  83. You've got great flour. And then you put it on the table - obviously it needs to be minced more finely.
  84. R: What the real question is is there a giant that can mince dwarf bones and into bread.
  85. T: Oh, well, we're slightly further along on that you might anticipate because of the minotaur.
  86. If you go into the labyrinth it generates this maze, right, and there's a room at the end
  87. 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
  88. and they mill them into bone meal. And this is why we added bone meal to the game, for the the minotaur.
  89. This is, in my not so well read recollection, this is not classical.
  90. I don't know that the minotaur had a bone mill,
  91. but it's actually from the incredible string band (?) song.
  92. "Down in the dark my bone mills roll" etcetera.
  93. So that's why that is in there.
  94. ?: Okay. [9:20]
  95. T: Goofy, goofy, goofy british folk music gives us the minotaur with the bone mill.
  96. And of course they chase you and hunt you through the labyrinth and scream things in the darkness and so forth,
  97. but the prize is to find their nasty little home. It was kind of a the nasty little home
  98. series of releases really because the the night trolls also have their habits.
  99. R: The nasty little homework.
  100. T: (chuckles) Yeah I forget if they were called habits.
  101. There is something like that, habits or antics or something like
  102. that inside the the raw files, where the night trolls that are generated have little weird habits.
  103. Like one of them will collect beetles and put it in a mortar and pestle and grind the beetles into beetle paste.
  104. For no reason.
  105. R: That's good protein.
  106. T: Yeah... I mean they could be dyeing their clothes, you know, there's all kinds of-
  107. R: (???) [10:20]
  108. T: -they don't wear clothes of course - but maybe they smear it on themselves or something.
  109. You know we just wanted them to feel like they had little tasks that they were kind of obsessed with,
  110. that made them strange.
  111. C: Like X-files monsters.
  112. T: (chuckles) Yeah. So they're good little critters. And some of them just eat rats and things,
  113. but they all of course kidnap people and convert them and stuff so they're very bad horrifying things,
  114. but they have like this side gig of messing with little bugs.
  115. [Musical interlude starts][10:50]
  116. C: That's wonderful. Little bugs are the best.
  117. [Musical interlude]
  118.  
  119. R: We have... I wanted to do something on Reddit, and read some of these posts that
  120. people have put up on Reddit. There is one where the title is
  121. this that says "I like this guy". And this is the story of Abin (???) the marksdwarf.
  122. He says: "Help! Save me! Death is all around us, the horror." And then the hunter stands up
  123. and then he says "I feel pretty good".
  124. T: (laughter)
  125. R: It's from Count Triple. Hey Count Triple.
  126. C: Shoutout to Count Triple!
  127. R: Apparently he's "Just like another day, another day"
  128. C: Whenever I read these things I can't help but view it like
  129. an action hero one-liner
  130. (in a voice) "Death is all around me. I feel pretty good."
  131. R: (laughter)
  132. T: Yeah, I'm trying to remember if that's what happens when their thoughts are
  133. cleared and they have nothing to talk about,
  134. or if that's what they think when they're an optimist or something.
  135. They have personality based lines and situation based lines and they kind of
  136. mix and match them and it sometimes makes them sound
  137. very ridiculous, yeah.
  138. R: Here's another one on Reddit, from
  139. Cabbage Troll: It says that the necromancer invaders
  140. have been hanging around outside my fortress for so long they've started
  141. reproducing.
  142. T: [Laughter]
  143. R: The kids are listed as friendly in the unit menu.
  144. T: [Laughter] That's sorrowful I hope they
  145. don't send out the military to take care of that,
  146. because they probably will just have to be like wilderness.
  147. orphan necromancer invaders. I assume that's not zombies - well I hope it's not
  148. zombies that are that are reproducing.
  149. R: Well here it says it says "shadow wolf of frightfulbolts has given birth to a girl".
  150. So it looks like the wolves are reproducing babies.
  151. T: Oh those... Yeah if it's wolf - it's not too precise
  152. with the language, but my guess is if it's a wolf
  153. then it's probably one of the quadrupeds or hexapods that they bred from the
  154. livestock. But it's also possible that wolf was just used as a name for a humanoid
  155. because it had a wolf-like aspect to it, right.
  156. C: mhm
  157. R: mhm mhm
  158. T: But everyone can... well not
  159. everyone. It actually decides if they can breed or not. Some of them are,
  160. what is that called, diamorphic or whatever, and then some of them are just
  161. just one sort of body or the other, and some of them it doesn't specify.
  162. There's all sorts of ways the experiments can
  163. turn out, that's why they're experiments.
  164. R: Can you have necromancers that aren't
  165. inherently aggressive to a fortress?
  166. T: No, sadly. Sadly they're all rather messed up people.
  167. R: I mean it might be kind of cool if you could have a necromancer show up and
  168. offer to buy the corpses off of you. You know what I mean?
  169. T: Definitely one of those branching
  170. narrative type of things like-
  171. R: That would be kind of neat.
  172. 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
  173. necromancer is willing to pay and the dwarves see that like
  174. shiny metal stuff.
  175. R: Adn then they turn around and attack your fort with them, yeah yeah.
  176. T: Yeah, yeah. But now it might be worth it because you'd be able to
  177. kind of turn the metal around and make some weapons or something.
  178. That could be a part of a lifelong partnership as long as you're generating
  179. enough bodies and forts often do that.
  180. R: Yep. Here's another post from NZ Sloth.
  181. It says "Dammit, Safety Hat, my favorite dwarf is dead.
  182. She's followed me for 46 years through five forts. Started as a useless
  183. forge slave in my first fort in this world and produced my first artifact: a
  184. lead cap, hence the nickname "Safety Hat". She migrated to every fort since then.
  185. She was always single and had a bad personality but was always doing useful
  186. things. And how did she die, with honor and battle defending a friend? Nope.
  187. Cleaning up after a major goblin invasion and she somehow...
  188. falls into a volcano."
  189. [Laughter]
  190. T: Yeah, I guess that's another argument for the fencing. It's like "could you add
  191. fences to the game, please".
  192. C: My fort has a volcano and
  193. I really hope no one falls into it.
  194. R: Well, how do people fall? Is it slippery
  195. ground or is it just like...
  196. T: No, I mean that's why I'm confused because
  197. normally it would be something like dodging or something, right?
  198. The only time I ever hear about that is dodging, but apparently
  199. there are other cases.
  200. R: Yeah, apparently, yeah. And is it is it possible that it's just
  201. something they were doing messing around with bridges or something?
  202. T: Oh well, I mean the player is always a wild card here.
  203. The way the person's talking about it it seems like that they weren't, you know,
  204. collapsing a whole section of floor or anything like that.
  205. But yeah, there's always other... I mean, if there were mine
  206. carts around they jump out of the way of mine carts. I doubt there was a falling
  207. tree, although it could have been outside because it was cleaning up after
  208. a invasion. If someone was doing a lumber operation they could jump out of the way
  209. of the tree.
  210. R: Ah, and that would possibly cause you to
  211. topple off a cliff.
  212. T: Yeah, right down to the center of the
  213. volcano, sadly. The lead hat's not going to help for
  214. very long.
  215. R: It's like melting as you...
  216. T: It's like Terminator 2 maybe they held their thumbs up. It's a great moment for everybody.
  217. R: She's like "My nightmare is finally over".
  218. (laughter)
  219. T: Yeah, why she decided to go to the fifth fort this person was running.
  220. R: I know, "I'm with you, to the very end".
  221. C: What was her emotional state? This is the the important thing.
  222. R: Yeah, NZ Sloth, we want to know more. We need more information.
  223. T: Yeah, cause I imagine they were sad that their
  224. fat was melting inside their skin, while their skin was unaffected or however it works.
  225. C: Or they were in rain a year ago.
  226. R: (laughter) (???)[17:55] rain for a year yeah
  227. (In a voice) "It rained on me once".
  228. T: Yeah, still it's like... every time I talk about like the
  229. triumphant addition of character arcs and long-term memory to Dwarf Fortress
  230. it's like, well, of course half of these character arcs involve someone getting
  231. sad in the rain and upending their whole life philosophy.
  232. R: (laughter)
  233. T: It needs work. It's pretty sad, but it's all
  234. right. Everything will be fine.
  235. R: Okay. So someone mentions a good omen and that just makes me wonder, like have
  236. you ever thought about putting omens in the game?
  237. T: Yeah... Everything to do with precognition and prophecy is always
  238. kind of tricky. Which is why- what we've done so far with the the like the
  239. shrines when you... because there's the dice now in the shrines, right, and you
  240. can roll them. And sometimes it is like "oh good luck for the week", or whatever,
  241. which is in a sense some sort of omen. Of course we could have stated it a little better.
  242. I mean the pictures on the dice sometimes are fun.
  243. But the idea is that we can produce
  244. something like that omen for you by altering your skill rolls. And that is of
  245. course just an adventure mode thing. And we
  246. do bad luck the same way that we did bad luck with the mummies by
  247. just tanking the occasional skill roll, so
  248. that a bad thing will happen
  249. periodically.
  250. R: Really?
  251. T: Yeah, we didn't want to just cut the skill
  252. rolls by 20% or something. We make it so it zeros a skill roll
  253. every once in a while, and if that happens to be a crucial
  254. dodge roll or a crucial attack roll then you will feel cursed.
  255. Not that it's like so apparent... it really should highlight it by having
  256. the mummy laugh in your head when it happens or something.
  257. But yeah, it's not signposted enough, it'll just like generally feel like bad
  258. luck which the player would have to kind of think back to
  259. what they did. Why were you robbing a tomb? Or why were you rolling the dice?
  260. R: Well I was thinking you could do omens like having a bat land on the
  261. leader or something and like have that be like an omen of an upcoming
  262. vampire attack, you know, inside your fortress.
  263. Or bunch of swallows fly you know over the river and that's an
  264. omen of an attack from elves or something.
  265. T: Yeah... we did... it's funny, it was like in the pre-initial release, I'm not even sure
  266. this was in the first release. When there was an undead invasion scheduled for year
  267. four or five, one of your dwarves would have a
  268. nightmare the season before, and it would be in their thoughts
  269. that they had a nightmare about the undead invasion.
  270. So that that kind of omen is easier to do than the ones that you're talking about,
  271. when we already know that there's a scheduled event. Like once the army
  272. leaves to march, of course that's a little more difficult now because armies
  273. arrive fairly quickly at the destination.
  274. But it's still possible to just kind of seed it in the AI's head, that hey we want to
  275. attack you. And it's all the better if
  276. the omen is not sort of guaranteed to to come true, which is, you know...
  277. R: Oh that would be kind of cool, yeah.
  278. T: ...fairly common and then then you can set up prophecies
  279. like that. It's like the sort of Macbeth style prophecies are harder to
  280. do, when you're like "no one's going to be able to harm you" and stuff like that.
  281. Then you have to go through all the mechanics and turn them off and make
  282. sure that you can't accidentally fall into volcano, or whatever.
  283. Or if you do you're just like magically saved by water that spilled somewhere
  284. and turned it into obsidian right before you hit the ground, and you hit the
  285. ground just right, or whatever. And that's just...
  286. it's too much work, right, but the kind of the kind of like
  287. foretelling events that the game has already decided to do
  288. is much more simple.
  289. And if we go with something like the cave-ins that are... if-when we
  290. we pull off the idea about kind of scheduling cave-ins when there's structural flaws, and so forth,
  291. then it could have omens about that kind of event scheduled.
  292. We could do crop failure. It could be an easy schedule, you just decide that
  293. a farm plot's gonna fail completely and then
  294. kind of schedule, like partially talk (?) [22:10] about that.
  295. Yeah so I see that as definitely the sort of thing that that
  296. you can get a lot of traction on in different directions.
  297. [Musical interlude starts] (22:15)
  298. R: Yeah yeah, that'd be cool.
  299. [Musical interlude]
  300.  
  301. C: All right well I have a tiny little question, a tiny
  302. little topic that has a personal favorite of mine.
  303. When are we going to play as other civilizations when are we going to get
  304. Goblin Pit? Necromancer Tower? Human... town?
  305. Human city? Human... harem guard? (?)
  306. R: Human caves? (?)
  307. C: Yeah.
  308. So many options. And procedural civs. I'm sure it's really easy to add all of
  309. this in just a couple of lines of code, right?
  310. R: Oh just, yeah, five minutes right?
  311. T: Yeah... I mean we have our eyes on these things, right. It's like... and you
  312. know we say that after, you know, 14 years of not having them... although my
  313. brother's forts often involve a above-ground component. He just makes
  314. little houses for them outside, and so forth, with a wall.
  315. But yeah the various challenges
  316. there. I mean we've experienced them in the new residency stuff
  317. having humans move into an existing fortress.
  318. Like especially if you've got different types of critters then you have to worry
  319. about clothing- of course, because we, you know,
  320. stupidly made clothing different sizes or whatever, we have to worry
  321. about that. So in some sense it should be easier to do the the
  322. single critter fortresses, and then people have experienced the issues with
  323. that when they're modding, right. Flying critters have horrible
  324. path finding. With humans you're more just like
  325. we need a better construction interface right, like to build buildings.
  326. Even if it is... I mean people
  327. are probably used to it by now, since there's so many games where you can just
  328. place things block by block, like building houses like that. I always kind
  329. of felt bad that... like when you built a big wooden wall
  330. that it's not like a house raising or something like where you bring
  331. "bshhhh" -
  332. here comes the big wall, popping into place, right? It feels like that's how it
  333. should be. But, I mean, that ship is fairly well sailed so it doesn't really matter.
  334. C: ??? [24:35]
  335. T: Yeah, just placing block by block and having this little... you know,
  336. that's fine. So I don't think that big deal, the big deal is just the
  337. horrible interface for it when you're like b-shift-c-w.
  338. At least you can drag rectangles now,
  339. and enter-enter-enter-enter, and select the wood. But that's
  340. one of the things that's up to be changed in
  341. the Steam release, which of course carries over to the Classic
  342. release as well, of having better ways to place
  343. constructions, and not having to like select every
  344. individual log. And like if you don't care
  345. which maple log, or even if it's maple that they use
  346. then you should be able to pop down a wall just by going, you know, click-click.
  347. C: Click-and-drag rectangle yeah
  348. T: Yeah it's a little more difficult with
  349. the z stuff but if we if we repurpose the mouse wheel in that interface for
  350. going up and down z levels, then it'd be like click, and then mouse-wheel-twiddle-click,
  351. and then you've got a three tall
  352. seven long north-south wall, right.
  353. R: Beautiful, yeah.
  354. T: You still need 21 logs to build it but that's your dwarves' problem,
  355. not yours.
  356. R: Right.
  357. T: And then you've kind of attained
  358. one of the big stumbling blocks for human
  359. town mode, is just getting those things nicely
  360. structured and having easy way to lay out
  361. roadways, and stuff like that. And then that would be
  362. kind of the big thing. Then there are sort of
  363. other stumbling blocks of getting... Well there are a
  364. few other things to think about. One would be just the
  365. overall framing story, like we probably don't want the mountain homes
  366. of the humans like sending you a liaison that requests that you
  367. uplift a baron, in like the same way and stuff, right? So there'd be certain
  368. restructuring and the current thinking on that had been
  369. to do that with the embark scenarios. To kind of think about why you're there
  370. and then that would be more structurable. Of course that would come after the Myth
  371. & Magic release, and this is kind of the big point on that is that
  372. with the Myth & Magic release you set those weird sliders over
  373. to have non dwarf play because you're playing a like three legged mollusk.
  374. Then, I mean, human town mode seems attainable
  375. when you've know done three legged mollusk mode. Of course
  376. three legged mollusk mode comes before the embark scenarios in this timeline, so
  377. you'd still have some kind of like output liaison scenario probably with
  378. your three-legged mollusks. So it's one of these things that we're
  379. approaching in this modular fashion. As we've noticed in the past with
  380. several features once you've done enough of the work like this and
  381. you think ahead to the sort of things you want, and we've
  382. always kind of wanted to be able to play...
  383. R: Mollusk man fortress?
  384. T: Well, more like humans, and necromancers, and wizards
  385. assistants and things like that, right. So we're always sort of aiming at
  386. these things with the features that we add, even if
  387. we're kind of slow about it.
  388. But you just suddenly realize what
  389. you can do. Like we had with the villains release, realizing we were able
  390. to pull off more than we thought we could do
  391. initially there because of the other structures that had been put in place.
  392. And now because of what we've done there we're
  393. going to suddenly realize, and not suddenly realize because we planned for
  394. this, but realize that oh, you know, all kinds of diplomacy and stuff is open
  395. now because we've got people that can perform tasks for other people.
  396. And so you can say out all kinds of things like that now have a framework in place that
  397. that will more or less work once we
  398. revisit after the after the Steam release and finish it up.
  399. R: So what kind of things can you have
  400. people do, theoretically? Like have people assassinate other people, is that what
  401. you're kind of talking about, or doing
  402. trade missions or?
  403. T: (chuckles) So the people assassinating people
  404. actually falls within the villains framework itself, so it's like that that
  405. part was yeah, yeah-
  406. R: But you can hire people to do that
  407. is what you're saying?
  408. T: Yeah, exactly. And in fact that was going to be part of the villain's release, is this kind of
  409. fort as villain or fort as spymaster thing where all of the plots
  410. available to the villains, including like preparing an artifact heist
  411. or doing an assassination mission, doing some kind of blackmail mission to get
  412. someone generally on your side so you can use them later,
  413. all of that would be easily available in fort mode just by going into the
  414. the "c" screen or wherever. It might be
  415. moved over to the counter, or the espionage screen, or be part of the the c
  416. world map screen. But we have these kind of messengers
  417. and you'd be able to set up your agent as a kind of messenger, and send
  418. them on a mission. Because we have those squad missions
  419. that you can send dwarves out of your fortress to raid things and steal
  420. livestock, or whatever. But those missions all use this this thing, just because of
  421. how they started, it's called the army controller framework, and that's just the
  422. kind of goal that's sitting in their head
  423. that controls a group that's moving on the map.
  424. But now the army controllers can be linked to
  425. plots and plots live inside the head of every person who is kind of in the
  426. intrigue game. We don't have them for all
  427. like 20 000 living people because it would start to be kind of a memory and
  428. processing problem, but anyone who's sort of opted into the world of intrigue,
  429. which includes all the leaders in the world but also all the villains and a
  430. few other players, have the the plots and their plot
  431. actors that they can kind of say like "what is
  432. my current perceived place in the game", "what is
  433. my objectives" and "what plots can I initiate to achieve my objectives
  434. whether that's-"
  435. R: Would-
  436. T: -yeah.
  437. R: Would you be theoretically able to, like, blackmail a
  438. leader of another nation into protecting, putting troops outside
  439. of your fortress to keep you safe?
  440. T: Yeah, the theory would have to be accompanied by making the
  441. alliance system work a little better. We have an alliance system now, right,
  442. in quotes, "the alliance system" in quotes. Because necromancers still take over the
  443. world, right, so we decided to help civilization live longer by having any
  444. any civilized people that aren't, you know,
  445. undead or, you know, ruled by demons and so forth ally
  446. against the threats that are that sort of thing.
  447. And then they will send their armies together. That has not been realized
  448. in fort mode because it involves some timing on the
  449. world map. But the good news is, of course, the
  450. army rewrite stuff that's coming before the magic release.
  451. Before that all that stuff, just
  452. after the graphics release, we have the villain
  453. finishing and the army work.
  454. And army work right now, there's going to be things that are done
  455. and things that aren't done and as usual we don't know quite what's going to land
  456. inside the mark and what's not. But certainly on the table is that kind of
  457. thing; this sort of coordinating of forces, leading forces that are off-site,
  458. being able to direct them further than what you can do now, which is just kind
  459. of send them off on a mission, then they come back. But what would it mean to be
  460. able to kind of raise up a whole army from all of your holdings? I mean it
  461. constantly tells you about your holdings, right, it's like "oh this
  462. hillocks group is looking to your fortress
  463. for its economic security" or whatever.
  464. I don't remember what the message was, but it pops up annoyingly and you have
  465. to press enter. And sometimes it's like goblins or something, right, it just
  466. pops up and you're like "okay what does that mean?". Doesn't mean much.
  467. And I think sometimes it means you can send for people from
  468. there, you can like request more migrants anytime you want. You can also exile your
  469. dwarves. If you want to kick someone out of your fortress you can kick them out
  470. to those places.
  471. R: Huh.
  472. T: Yeah, that's all in. I'm not
  473. sure how well that that's realized right now but that's technically in. There's
  474. some weird things about it of course.
  475. R: So what happens if you exile a vampire to a
  476. neighbor?
  477. T: Yeah... they they'd be a vampire
  478. in the the neighboring village, I don't think that's...
  479. R: Would they take over though?
  480. That's what is my question. Like [???] [33:25]?
  481. T: No no no, yeah yeah. I think vampires are one of those things that post-world gen
  482. doesn't have the same kind of AI fidelity.
  483. It'd probably just try and sneak back to your fortress basically.
  484. But assuming a new identity... (chuckle) it's so ridiculous because they'd assume a
  485. new identity.
  486. R: "Hey wasn't that Urist! I thought that was Urist!"
  487. "No, no, no, that's Uzed."
  488. "I don't think so!"
  489. C: Diffent hat.
  490. R: "He's wearing a different hat, you can tell."
  491. (laughter)
  492. T: Yeah, it's like they freshly clean off all their bone trinkets or whatever.
  493. But... yeah, and the thing that's even worse
  494. about it is like it would partially work.
  495. The player would probably be confused by it unless they like looked at the dwarf
  496. and saw the scars or saw something else that they identified,
  497. but your dwarves in the counter
  498. espionage screen where they track identities,
  499. if that dwarf had been brought in previously or otherwise talked to,
  500. like they would know that the new identity was fake.
  501. But they wouldn't bother telling anybody.
  502. R: (laughter) Oh yeah, that's the vampire we kicked out.
  503. C: There's no urgency to reveal a plot, it's just like "oh, yeah, I knew.".
  504. T: Yeah it's like classified. "This is
  505. classified information, we've redacted the vampire's identity".
  506. But the player is not on a need to know basis here.
  507. C: I'm thinking like the witness protection program.
  508. T: Oh I'm wondering...
  509. R: So are you
  510. planning on like setting up an automated system where you can give orders based
  511. on like discovered intelligence? Like any discovered vampires for instance that
  512. show up are immediately put into holding or something?
  513. T: I think the main
  514. thing we thought about was migrant kind of...
  515. like do you have a interrogation thing where you bring people in and
  516. and talk to them when you're worried about...
  517. R: This is your interview.
  518. T: ...yeah, agents and vampires and
  519. stuff. But, you know, as we all kind of experience now when you have
  520. stricter immigration protocols there's a whole other
  521. side of that, right. So it's
  522. interesting to see where that takes the fort, and what that means about
  523. your reputation with the outside world; what that means with the reputation with
  524. the rest of your civilization. I mean one of the main things you can have in
  525. in even in medieval times is like the king
  526. of the dwarves or whatever, the queen of the dwarves, gives a a writ or something
  527. to people or a whole group of people the right to the freedom of movement, right,
  528. and stuff like that.
  529. R: Yeah yeah.
  530. T: And so you would be perhaps at odds with
  531. your civilization, because it seems my impression
  532. is that you know dwarves are a very kind of... you're allowed to move where you want,
  533. right, that's very much seems to be how it works.
  534. R: They're free-loving species, yeah.
  535. T: Yeah, that's like you can go here and...
  536. But when we start getting more into guilds and more into
  537. religious stuff there's going to be
  538. these sort of natural in-group out-group and exclusion
  539. practices and so forth that'll be interesting to model on a...
  540. Getting tensions with your own civilization be pretty
  541. cool.
  542. R: That will be interesting, yeah. Getting like the shoe guild
  543. to be at odds with the glove making guild right.
  544. C: Yeah.
  545. R: They want they want better prices on the leather, right, but they fight
  546. over that and so there's a this competition there.
  547. C: Just as intense as Game of Thrones.
  548. T: [Laughter] That's right. The Game of Shoes.
  549. R: Yeah, "Urist, were you just kissing your sister?".
  550. T: Oh dear.
  551. R: "...no."
  552. T: Well that's a whole
  553. topic we probably shouldn't go into. It's like how do these family
  554. trees happen in Dwarf Fortress some of the ones we see?
  555. R: The monarchies.
  556. T: [Laughter] Yeah, it's like I'm not sure we have an
  557. appropriate uncle detector. Does it work? I'm not sure.
  558. C: Oh no.
  559. R: We don't have any
  560. genetics in the game, do we? Oh my gosh, this conversation is going everywhere.
  561. But like family trees,
  562. do they have any things that get passed down?
  563. T: Oh yeah, yeah.
  564. I mean you can tell when you see like the the
  565. the eye color and stuff right. And the hair and other simple
  566. stuff like that just passes down,
  567. just because it's what people expect more or less, right.
  568. There are very basic in the sense that you can
  569. have... there's sort of a dominance-recessive thing but it's - if I'm
  570. not mistaken is it alphabetical right now? I don't quite
  571. remember. (chuckles) It's really not in depth the way
  572. it is now, but yeah, technically you could do things like dog breeding
  573. and stuff. It would be pretty harsh the way you have to cull to get what you
  574. want because you can't... I guess you can do gelding
  575. to kind of close off certain colors of dogs and things. And
  576. technically that should work, I'm not sure how much people have tried to do
  577. that.
  578. C: There was someone on the forums recently who tried that...
  579. Let me see... "genetics and selective breeding
  580. science" by moeteru. "genetics and inheritence are supposed
  581. to be a thing, this is what Toady had to say in DF Talk number eight," -
  582. T and R: Oh!
  583. - "from ten years ago"
  584. R: Wow.
  585. C: But they did some experiments and their conclusion is, !to put it simply
  586. attributes don't seem to be inheritable, all the means are within roughly one
  587. standard error of one thousand, which is what you'd expect if they're generated
  588. completely randomly".
  589. T: Okay, so attributes, we're talking about
  590. like the strength of the...
  591. C: Mhm mhm.
  592. T: Yeah. so that's different
  593. than colors. I mean I don't know if they talked about the colors at all.
  594. Attributes I have no memory... I thought I you know back as it's probably
  595. the same roughly I don't know as a long time ago as what I said in DF Talk
  596. number eight from like 20-, whatever that was, -12 or
  597. something. My recollection was that there was
  598. a kind of link to that, but yeah it not
  599. working would not be the most uncommon thing to hear in Dwarf Fortress terms, would it?
  600. R: Well that would be cool if you could
  601. breed for stronger teeth, or just stronger dwarves, or whatever.
  602. T: Yeah, my understanding was that you could at least for the
  603. main attributes, but yeah
  604. sadly broken, according to the forum scientists.
  605. We try our best. Our best is rarely good enough.
  606. R: Yep. Bugs happen.
  607. T: Yeah, bugs and all kinds of other mess.
  608. [Musical interlude] (40:30)
  609.  
  610. C: All right, and now we're going to answer
  611. some questions. If you have questions you'd like answered please send them to
  612. T: toadyone@bay12games.com , and make sure that the entire subject
  613. line is "Question for DF Talk".
  614. S: Meow.
  615. T: Hey Scamps.
  616. C: Perfect.
  617. R: The meow.
  618. T: Yeah, so here are the questions:
  619. So we have a question from Recon 106.
  620. The question is,
  621. when we do add the Myth & Magic release,
  622. when we add demons to it, is there going to be a possibility of worlds
  623. where the demons are not trapped in the underworld, that they're actually roaming
  624. around on the the the outside? Because
  625. what we were talking about when we talked about these
  626. other races, not just demons and things but angels and
  627. forest spirits, and all that, we just kind of talked about them as if they're out
  628. there doing their thing, or they're off in some plane somewhere, or
  629. they're wherever. And indeed that's the idea. The idea is
  630. that there would be a number of situations,
  631. it wouldn't always be the underworld exactly as it is with, you know,
  632. - spoiler alert! - adamantine
  633. spires coming up from a kind of underworld place that's
  634. described as being a different place, like the sky is described as different
  635. when you go down there and do the weather description, so it is sort of a
  636. different place, but it's really just kind of under too - it's the underworld.
  637. And it always works a certain way. Yeah. And we're planning on
  638. having just different possibilities there.
  639. Although in the next question we'll address
  640. that. But first, another
  641. question from Recon 106, is whether or not it'd be possible
  642. to deal with necromancers
  643. that can raise your corpse piles and so forth, whether or not
  644. it would be possible for proactive zombie movie measures
  645. to deal with that? Which of course you could do now by dumping
  646. dumping the bodies into a magma pit for example,
  647. but they want to be able to
  648. chop off like the heads or something right and just do sufficient
  649. chopping. Which I believe would be the heads and both hands? Like as long as you
  650. have a grasper or a head-
  651. S: Meow.
  652. T: Yeah, as long as you have a grasp or a
  653. head you're allowed to come back from the dead, right.
  654. So that you can be like... is it "thing"? Is that the hand?
  655. R: Yeah.
  656. T: Yes, "thing" the hand. We needed to have "thing". "Thing" was required, but also
  657. just like a head that goes like "wakwakwakwakwakwakwak".
  658. (laughter)
  659. T: Okay, so these two
  660. things are important. So yeah, it'd be a kind of quirky thing to add, you know.
  661. In the general sense I'm all for it. I have no idea when I
  662. get to doing things like that but I think it's a...
  663. Certainly now in the the world that we've created I can see why people are
  664. thinking about sort of anti-zombie measures.
  665. R: Well it's very scary out there right now.
  666. C: We already have werewolf and wereperson plagues. Those aren't fun.
  667. T: Yeah that's... we made them a little bit harder, your fort
  668. has to be a little further along, you shouldn't just get them in the first
  669. season anymore. But yes... and I don't know that there's any really
  670. good counter counter measures for that, other than just quarantining everybody
  671. that was bit.
  672. R: Has been bit.
  673. T: Yeah but you can't like
  674. press silver against their foreheads or anything like that.
  675. R: So now what happens if your entire fortress turns into werebeasts?
  676. T: My understanding is that it doesn't fall to ruin when they convert? Because the
  677. worry would be when the full moon happens they all turn into were beasts
  678. then it would say like "your fortress has fallen into ruin".
  679. My recollection was thinking of that, and fixing that. But you always,
  680. like after this many years what side issues and edge cases I've
  681. fixed versus which ones someone's brought to my attention and I was like
  682. "oh I really need to fix that". I'm not actually sure anymore whether that's
  683. fixed, but my understanding is that you would just have them kind of convert and
  684. then nothing bad would happen. Except the new migrants of course, any new migrants
  685. would have a very bad day that day. And then you'd have more, maybe.
  686. C: Fortress Wolfenstein.
  687. T: Yeah, yeah. I think that's how it works but I may be wrong.
  688. R: That's kind of funny.
  689. T: Yeah. Next question is from Firey, I'm not sure how to pronounce any of these obviously, but Firey from
  690. the forum had a question for DF Talk,
  691. wondering if the if the myth generator can generate all
  692. of the vanilla elements, and whether in fact you could
  693. recreate the entire vanilla thing? This relates to that that previous question
  694. about, well, are demons not going to be in the underworld anymore, could you
  695. have all kinds of different demons? But then the flip side is, could you get back
  696. to Dwarf Frotress are we really just blowing everything up?
  697. Could you get back to the...
  698. C: The default.
  699. T: Yeah, the default setting. And the idea is
  700. that we'd kind of be growing out from that, right. The easiest thing to
  701. do, of course, is to change nothing. And then as you're changing things the stuff
  702. that you haven't changed, of course, is still just sitting there
  703. and as we build out the myth generator some stuff is just going to get
  704. changed immediately and other things won't be.
  705. And as we're doing that we're planning on having the
  706. ability to recreate the existing situation. Of course it's sitting right
  707. there so mostly it's easy to have that as an option.
  708. But also we understand even nostalgia reasons are completely legitimate
  709. reasons to just keep it there if it's keepable right.
  710. And having things like - the way the myth
  711. generator works, I understand why the concern comes up, the way the myth
  712. generator works when it talks about underworlds and portals and things
  713. hasn't in any of the examples we've read recreated the
  714. the existing situation. But of course the existing situation as it stands is
  715. ambiguous, as we kind of alluded to before. The underworld is under, it sits
  716. below and you dig down to get there, but once you get there if you press the
  717. weather button in adventure mode it says that "the clouds are purple swirling
  718. spirals" and none of that is reflected in the game. I mean, our thinking
  719. was that you actually did end up in another place that was below
  720. but also different. And so the nice thing about the map rewrite that comes with the initial myth
  721. release is that it allows us to realize the default system in the way we wanted it realized,
  722. but if someone wanted to also just have a lower cave layer
  723. then that would also be possible. And it's in fact the easier way to do it.
  724. So it might be described differently though.
  725. So in some limited sense then perhaps the
  726. default would not be attainable, unless there's a way to go to the same place
  727. but have it sky described differently for some reason.
  728. Which was kind of just covering for our inability to do what we wanted to do.
  729. Yeah, so that's the caveat I guess on the on the recreation of the default.
  730. C: Would there be an option to have a just baseline default
  731. DF classic, however you want to spin it.
  732. Because I think there's something to be said for having like a baseline
  733. experience.
  734.  
  735. [48:50]
  736.  
  737. T: Oh yeah, I think I think that's
  738. that's what's going to happen when you have the sliders on pretty low settings
  739. too as you kind of... it really will just draw from the files and maybe just
  740. give you forgotten beasts, and give you a pretty prosaic... I mean the
  741. myth is going to be there, and of course the lowest slider setting
  742. was that it's fake, which would probably be the most default setting there is.
  743. Except for the fact that the vampires and werewolves
  744. happen, and the demons are released with
  745. those vault things, and so forth. There's a few kind of default things that
  746. that that happen but at the same time-
  747. R: Does that shut down the necromancy then too?
  748. T: Well, necromancy is also very
  749. defaulty, or whatever.
  750. I think the kind of counterpoint is, I mean it's similar to
  751. the the way we stepped into 3D, right. We lost
  752. certain cool stuff that we want to recreate, and in fact the map rewrite is
  753. our way of recreating that. So we're finally returning to some of the
  754. cool stuff that's going to restructure the the play experience in 3D to
  755. bring some of the 2D stuff back, have the ability to do that finally,
  756. with like better underground rivers and waterfalls, and things.
  757. But the thing here is some of the
  758. things are just so unrealized, like what it means for those deity curses to
  759. happen and why these
  760. secrets of life and death are being given to the necromancers by the deities,
  761. and things like that.
  762. Like there's something to be said for the
  763. default experience, but it would be cool to have a little more information too
  764. and maybe we can't avoid having more information, or something.
  765. And then there's the whole other thread here about the about the editors. When you
  766. say like, people sitting down having a default dwarf fortress experience,
  767. there's also this one where there might be... we've talked about pack-in worlds and
  768. stuff being bad in general, but there's
  769. also this kind of like pack-in setting idea we had just for
  770. the sake of giving people, like modders especially etc., and also just to keep us honest about it,
  771. having every kind of thing that you can do with the editors command-wise
  772. being realized in some kind of pack-in. And then that would actually end
  773. up being a kind of defaulty setting. Just kind of reclaiming certain
  774. default elements just by showing you "well, if you want to write demons in an
  775. underworld this is how you tell the myth generator to always do that".
  776. R: Have we talked meaningfully about the modding community? I'm just curious
  777. if we're going to have Steam support
  778. for the modding community, or if you're just going to keep it the way it
  779. it's always been?
  780. T: Oh no, that's a whole
  781. thing the integration of Steam Workshop.
  782. And we're actually having the whole shebang there.
  783. R: Whew!
  784. T: The questions that remain are like mostly technical ones. It's like you turn the
  785. Steam Workshop on people can sign in get their mods and stuff, but games also
  786. often have a interface within the game itself where
  787. you click the Steam workshop button, and it pops up a connecting window to Steam,
  788. and stuff like that, right. You click on and off, and stuff like that.
  789. That all is just a matter of like, I
  790. haven't looked at the API yet, like I haven't gone on Steam and said "what is
  791. your API? How do you integrate these libraries, and windows, and things?".
  792. And so that's why I have no specifics, right,
  793. about what exactly is going to get pulled off on the first release, versus
  794. how we can improve it over time, how like internet connection stuff works.
  795. Because in one model Steam handles all the internet stuff. You
  796. go to Workshop, you click yes-no-yes-no, and stuff.
  797. And then it knows what mods you have, it patches them into your game,
  798. but the the game doesn't connect to the internet to do that.
  799. And then in the other model the game also handles the mods. And that's better in a way because
  800. it allows you to do more collision detection and other stuff like that,
  801. right, it's like ideal to have it work that way. But we'll see
  802. kind of what the hurdles are for that, and that's the only reason that
  803. I don't have like strict promises about the exact setup. But yeah it's all...
  804. it should be cool. Because mods are cool, people sharing
  805. mods are cool.
  806. R: Yeah, I always feel like
  807. when games do it well, it provides a lot of interesting content for for the
  808. game.
  809. I mean, there are some games that like just totally exploded once they they did
  810. that, like Minecraft of course.
  811. C: I'm thinking DOOM.
  812. T: (chuckles) Yeah, I was a DOOM modder in my own house. I shared it with
  813. our friends, played our DOOM levels in like 1993 or
  814. whatever... over like a telephone
  815. connection, or whatever. Yeah, that was cool.
  816. R: Speaking of multiplayer games, is there a universe where
  817. someday two people could play Dwarf Fortress and
  818. manage the fortress together?
  819. T: I'm always out of date on the mods,
  820. right. I think people have done lots of experiments with that now.
  821. R: Hmm. I wasn't aware of that.
  822. C: I think there was a version with a terminal two people could connect to.
  823. T: Yeah because there's that remote DF already that communicates with the one
  824. that's running in your home, or whatever.
  825. ...and I'm not sure why, I mean maybe...
  826. if you want everyone signing in, it'd be like a private server
  827. if you could get that to hook up twice. I mean, people would be fighting,
  828. I mean, they'd have to figure out how to - like what happens when someone presses left
  829. and someone punches right? But I'm sure that's a common
  830. concern that's always figured out.
  831. R: I mean, it would be nice if each person
  832. had their own user interface, so they didn't interact with each other.
  833. You'd have your own cursor so you can see what each person is doing, or whatever.
  834. T: Yeah yeah, that's obviously a much more involved project
  835. than... I'm not sure what people have done
  836. done along those lines in terms of mods because they've done you know most other
  837. things, so it seems-
  838. R: But at its core, it's not theoretically impossible.
  839. T: It's not theoretically impossible. It's generally, you know, away
  840. from the sort of things we're personally interested in working on.
  841. R: Oh yeah.
  842. T: But it's... Yeah, certainly
  843. certainly in the... and anything to do with like internet protocols is
  844. completely beyond my experience and expertise, at all.
  845. So that's one reason we haven't done it.
  846. R: Yeah, that makes sense.
  847. T: One among many. But yeah, nothing
  848. outside of, you know, coming up with
  849. the whole game for why it wouldn't happen.
  850. It's like how does that work? What are people doing? Who are people playing?
  851. Who can they control? Do people compete against their orders? Do they like
  852. have bidding points or something? It's kind of like playing multiplayer Majesty
  853. or something.
  854. R: Once you start getting to that place, then each of you might have a certain amount
  855. of clout with the dwarves. Certain guilds and stuff. That could be kind of fun, I mean-
  856. T: Yeah yeah, that all sounds really cool.
  857. R: That could be an expansion, you know. Once you release, you could have the multiplayer expansion.
  858. T: Yeah, yeah... It's not something I think about much.
  859. [sounds of clanking]
  860. T: What is that! Here comes trouble!
  861. R: Uh oh. Does it have a tail?
  862. T: Well not much of a tail, cause Scamps is manxy-
  863. R: Oh yeah, that's right!
  864. T: -but it doesn't stop him from being trouble like a cat. Does it, does it?
  865. I mean fortunately that had a lid on it, (chuckles) but it's on the floor now.
  866. [Musical Interlude] (57:05)
  867.  
  868. R: Well thanks guys, for coming along on this wild ride with us,
  869. talking about Dwarf Fortress. You know, we're just so happy that you've
  870. been part of our community for this amount of years. You know what I'm talking about,
  871. Charlie.
  872. T: (laughter) Yeah, the people-
  873. R: Let's start thanking people. Who are we thanking, Toady?
  874. T: Well, everyone who sent questions. That would be Recon 106 and Firey, sending in questions.
  875. And everybody else out there, this is an opportunity. Dwarf Fortress Talk is back,
  876. and questions will be answered. Especially now, if yours is the only question, we're going to read it.
  877. Why I suppose that is a horrible promise to make, because we're going to get some interesting ones now.
  878. R: [laughter]
  879. T: But we'll go ahead and do it, we'll read them. And yeah, thanks to everybody that helped out,
  880. not just over the years, but especially last month! And the month before! People helping out now!
  881. Yeah, Quatch gave me a protocol on how to fix the episode, that was like just...
  882. step one you do this envelope, step two you look into the spectrogram and do this thing,
  883. and do the compressor, and do the this and that.
  884. R: Oh, beautiful.
  885. T: Yeah, and we should thank Sankis and Will for that as well.
  886. R: Yay!
  887. 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.
  888. All that stuff just goes into keeping us going, keeping the lights on on the web site... and feeding, feeding us,
  889. and rents and foods and things. And the little kitty cat needs his... apparently he's got an addiction to smoked deli meats.
  890. Can't give him too much deli meats though.
  891. C: That's the most natural thing in the world.
  892. T: But is it natural for Scamps to not eat deli meats that are not smoked, and to literally refuse them?
  893. R: (laughter) You know what, that's just being a discerning palate, right.
  894. C: I mean, Scamps can have little-a salami, as a treat.
  895. 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?
  896. Just sitting right there, staring at me.
  897. R: (laughter) You know we're talking about you, Scamps.
  898. T: (laughter)
  899. 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,
  900. 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
  901. with your name, and if any horrible fate happens I will keep you updated.
  902. R: And there will be horrible fates.
  903. C: Of course.
  904. R: Yeah, and I'm Rainseeker, and I have a business called Measures of Joy with my wife. We exist in northern California,
  905. 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.
  906. (laughter)
  907. C: Choose your fate wisely.
  908. T: Yeah, awesome! It was good to get back together and do another show!
  909. [Musical outlude fades in] (1:00:50)
  910. R: Yeah, and next week, er next time we're going to be announcing the iPad version of Dwarf Fortress!
  911. C: Oh, don't tell people that.
  912. R: Oh sorry! Spoilers!
  913. T: That will be a big surprise...
  914.  
  915. [Musical outlude]
  916.  
  917.  
  918.  
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