I verified that this does, indeed, work. I sent 12 raw recruits with bare hands and no armor out, and they killed all the goblins while taking one casualty. This rather makes me wonder about whether equipment matters. At all.
Dwarf Fortress combat is weird.
Of course it matters, because they get tougher and larger.
Is the lazy newb pack ready yet?
Wolff
2926
LNP has 0.31.19
http://www.bay12forums.com/smf/index.php?topic=59026.msg1319616#msg1319616
World building seems much slower now, starting a new game now.
I think I’ve scratched my Fortress itch for another year or so. For me, Dwarf Fortress has always been largely about making stuff, and with the lack of metals much of what you make goes out the window. You can still make leather, wood, and cloth things, but few of those are actually useful. Pretty much leather armor (given the lack of metal) and that’s it. Some of the other stuff is bugged too - apparently making soap is borked because it won’t take the lye out of barrels.
I could revert to .18, but now I don’t really feel like playing.
Sepiche
2928
Meh, I think you’re overstating the metal issues.
It takes a little more looking to find a decent site, but there is still plenty of metal to be found. My current fort has something like 700 bars of iron just sitting around that I haven’t had time to make anything out of… and that’s after arming 6 full squads of dwarves in full plate.
You can get around the soap issue easily by forbidding lye from your food stocks. As long as lye isn’t in a stockpile your dwarves can find it.
No, not really. It’s still just one or two metals per fort. You think because you got lucky and your first metal was iron that there isn’t a problem. Try starting another fort or two in a different location and see what it’s like. Most sites have no weapons metals at all, let alone iron. It’s true that you get a fair bit of the metal for your site, but there’s no variety at all.
One thing that does fall out of your comment is that iron is the only important material before you dig for adamantium. Well, OK, iron and flux stone, but flux stone is still something you can see before you embark, so that’s a non-issue. Stuff like coal is fun to fiddle with, but not really needed. Not even on a site without any trees.
The current model is dull even if you manage to roll a 20 and get iron. Cutting the alternate metals and gems means there’s a lot less to make. Not that there’s any point to making all those alternate things, but it at least gave you more stuff you could do for your own reasons. Heck, you don’t even get all the various junk-stone colors anymore, since there’s no variety there, either. In my 3 forts, I had the choice of white or gray stone when building things.
The game really needs a progression of weapons metals. A mechanic that forces you to make copper weapons and armor to survive before you can dig for tin for bronze, and a similar step where bronze equipment is needed before you can get iron. Having a real point to the precious metals, gems, and glass making would be nice, too.
I have… I’ve started 3 forts since .19 released: all 3 had iron, all 3 had gems, 2 of them had good amounts of copper, and 1 of them had flux.
I’m not saying the current setup is ideal because there are still large swaths of the worlds being generated with very little metal which causes it’s own problems, but as I mentioned earlier in the thread all you need to do is look for sites with Shallow and Deep Metals and you have a very good chance of having all you need. Very little luck involved. :)
And don’t get me wrong, there’s still lots of stuff broken in DF that should be looked at, but the two issues you mentioned are relatively minor IMO.
Spam
2931
SQUEEEEEEEEE
http://www.bay12forums.com/smf/index.php?topic=78984
Major bug fixes
() Stopped the game from treating every tool like a container for stockpiles/adv mode
() Stopped hive product collection from removing hive building tag
() Stopped birds from claiming multiple nest boxes when a nest box is deconstructed
() Fixed crash with unusual egg laying
() Made pastured animals spread out more during grazing and allowed pets to be grazed
() Fixed situation where some stockpiled items were not available to jobs (lye, etc.)
Other bug fixes/tweaks
() Stopped weird bone-glazing situations
() Made llama/alpacas get sheared properly
() Stopped dwarves from cleaning up wax cakes in stockpiles
() Stopped heroes in world gen from picking fights with dead megabeasts
() Stopped various tug-of-war fights over animals by different jobs
() Stopped wildlife from claiming nests
() Stopped masons from using clay
() Fixed up a situation where the same params would not generate the same worlds
() Made potters apply their skill to statues etc. properly
() Added a clay category to stone stockpiles and cut some inorganics out
() Added wax to food stockpiles pressed material category
() Added wax goods option to finished goods pile
() Made empty pots go to the furniture pile
() Made pots available for brewing
() Fixed some erroneous names of groups of object in the stocks screen
() Made ash glazing use the correct amount of ash (0.31.19 saves might have half-exhausted piles that act up a bit until they are used)
() Stopped extra grass types being stacked on a tile during regrowth
() Stopped aboveground grass from growing in tunnels
() Stopped “grass” from appearing in some underground areas
() Made grass grow back properly in desert etc. areas (0.31.19 saves will get too much regrowth now)
() Stopped grass ramps from flashing in no-varied-ground-tiles mode
() Stopped pet/tame vermin from spawning many copies
() Reordered the new units in the unit list
() Adjusted value of bees
() Stopped vermin assignment to pastures
() Made pen/pasture interface give status of animals (caged, etc.)
() Stopped dwarves from encrusting honeycombs with jewels, etc.
() Corrected egg liquid densities/text error
() Stopped text export from listing zero population animals
() Fixed some issues with red reactions and other jobs not being listed in the workshops
() Allowed object melting and yarn rope jobs from manager
() Made it select the active zone properly when you enter activity zone mode
() Made zooming to units go to the proper unit when multiple units are in the same tile
() Cleaned up some pronoun trouble in personality descriptions
() Properly initialized banditry information (can cut down on some inappropriate dwarf/elf banditry)
() Deer antlers
() Sheep text lines up with there shearability now
() Fixed some creature description text and other small raw tweaks (see file_changes.txt)
(*) See file_changes.txt for new raw tags
New stuff
() Sponsored animals included: panda and capybara, along with related buddies
() Added world-wide mineral availability parameter
Warren
2933
(*) Stopped heroes in world gen from picking fights with dead megabeasts
Those are some funny patch notes
This is the most important change:
(*) Added world-wide mineral availability parameter
So, is the mineral wealth a binary thing (0.19 vs. earlier versions) or did he provide a sliding scale? Because personally I’d prefer something in between the two.
It’s a sliding scale. I just generated a world with the max setting and half the mineral deposits I’ve found in five floors are different economic metals.
So does the slider adjust the amount of ore or just the variety?
Crap, now I’m going to have to look at it again. Not immediately, since I’m busy with Resonance of Fate right now, but now I’d like to see what the slider affects.
I’d be fine if the amount of ore is as scarce as I found it in 0.19. It was being limited to just one variety that I found took all the fun out of the game for me.
jeffd
2939
Here’s a question: I’m branching out from Calistas’ tutorials finally but every site I settle has an inaccessible trade depot; the entire overworld is just red when I go to the Depot Access view. What’s going on?
I hardly even look at that anymore. Haven’t had a problem. Think it applies to wagons, which just don’t seem to come.