Bugs - I'm out of coal, and have everything set up to make some more out of oak logs (Including 2 gnomes who are set with professions that include "Smelting" as one of the jobs). But both those gnomes are idle, and I've gone days waiting for them to get the hell to work. Anyone else finding stuff like this from time to time?
Malor wrote:Sure, but you're arguing, Tamren, that everyone should use vi.
What should we use? Emacs?
I'm no heretic.
Neither!
I have mixed feelings about this, after watching the OP video; On one hand, the most common request people had after playing DF was a better user interface and a graphical upgrade of sorts. Tile sets helped a bit with the latter, while external tools and mods where made by enthusiasts that provided a way to interact with the game in a different manner to addres the former. This video here seems to take care of both of those concerns; it certainly looks really well, lots of sprites and variety, and it also has a fullly functional graphical interface that works transparently with the far more comfortable click/drag mouse mechanic. But, on the other hand...here be the cynical me thinking; I listen to the Dev describing the actions on the screen and I can't help to think that despite his good-natured initiative of basically creating a better looking DF, he's kidnapping Toady's work and, while not claiming any credit on the "fortress building genre" on the process, he'll be ripping its benefits for being the first one to launch a commercial title without having done "that much"... in a way.
Minecraft/Notch did something similar in the past, though he distanced himself so much from what DF is about that the only common element in both games are the metal working and the "building" part. But there's the germ in there at the core, and I think that's great, better games, indepent games...the more the better.
I remember saying that this would be the perfect game for me, a DF-like with a modern GUI and an isometric view style that would allow for it to retain some of the complexity the ASCII characters allow in its hyeroglyphical, non-representative nature. Now that it's finally here, I find it funny to realize that I feel guilty to think about paying for this product, deserving as it may be, for developing and improving on the idea that that other guy over there had first. The point is made stronger by the fact that, other than changing the protagonists to gnomes, there's really not much else in there to expect but the vanilla-DF experience. It is an Alpha and I'm sure the devs are making their best effort to enrichen the experience with whatever they decide to add on it, but from where I stand nothing stood up out of the videos other than the graphicals and improved interface.
As I said, it's the cynical part of me speaking here. The cool, non-judgemental me was all "look-it-that you have windows and drop-down menus HELL YEAH!!!!". I'll be following on its development, I just wanted to share those thoughts and probe the waters about them as it surprised me how dominant they got in my inner dialogue.
/clocking
It would be one thing if this looked to have much in the way of innovation or experimentation, but it really looks like a direct copy with somewhat better graphics. I'm somewhat uneasy with Towns, but at least that appears to be trying for its own flavor.
You could look at it another way. Its a direct copy sure. But its one that aims to remove most of the issues that plague the original to no end. Stability issues, especially those of scale. Control issues and providing better interfaces. Random weirdness issues. Oh god wtf issues. Biblical blood thunderstorm issues...
Is it less of a Dwarf Fortress game? Sure. But that doesn't matter as long as it can become more of a playable game.
The only thing that surprises me is that it took so long. The Minecraft clones came out rather quickly in comparison.
You could look at it another way. Its a direct copy sure. But its one that aims to remove most of the issues that plague the original to no end. Stability issues, especially those of scale. Control issues and providing better interfaces. Random weirdness issues. Oh god wtf issues. Biblical blood thunderstorm issues...
Is it less of a Dwarf Fortress game? Sure. But that doesn't matter as long as it can become more of a playable game.
Well stated
I'm having a hell of a time keeping my gnomes fed. I've only got about 20 of them, but farms aren't yielding enough to keep them fed, and I've foraged the entire map to the point where there's nothing left to get.
It's been a while since anything grew to harvestable on the farm plots - does stuff grow in Winter?
Cannibalism!
0.8.6 "Added keybinds for most actions"!
Game changer.
Also Emacs.
Gnomoria is on Steam Greenlight so you (yes, you) should probably vote for it if you haven't already.
I just played the demo of this. The entire demo in one sitting even though I didn't intend to at all. I like this a lot! I voted for it on greenlight but I wish it would hurry up and get on Steam. I always hate setting up accounts/etc to purchase one game.
My life got much better once I figured out why my dude wasn't working on my workshops (not enough wood on hand). And next time I'm going to figure out how to better handle storerooms. No matter what I selected everything ended up in every storeroom. Lots and lots of little lessons learned during the demo. Which bodes well for the fun factor!
Threw my vote in on the Greenlight. Hope it meets with success.
That sort of thing just makes so much more sense than the ridiculously over-complex layers of skin and organs and such in Dwarf Fortress -- a terribly intricate system that adds no actual fun. Hit points are good enough, fer chrissake.
I'll give LM a break...
8.13.1
Today's update expands on the Formation and Position parts of a Squad. They may have seemed a bit useless or overly complicated before. The goal has always been to have options and give control to the player where possible and so these have been long planned but missing until now. This is just the first initial bunch and you can expect these to get tuned and more added over time.
All of the options for Formations and Positions can be turned on or off independently, meaning you can have any option turned on or off at any time.
Formation Options
Perform attack orders - Squads with this option enabled will attack enemies that you have ordered. (This is the default behavior and what squads did previously)
Defend gnomes - When an enemy has been spotted by a gnome, this squad will rush to their aid.
Avoid enemies - When an enemy is in line of sight, move away instead of towards it. If attacked, members of this squad will still defend themselves.Position Options
Pursue lost targets - If line of sight to an enemy is lost, move towards their last known position. (This is the default and was the only option previously)
Maintain distance - Squad members with this option will attempt to move to the maximum range allowed by their current weapon.
Retreat if bleeding - Attempt to disengage from combat and get to a bandage to stop bleeding.
Assist Squad Leader - Squad members with this option will always attack the same enemy as their squad leader. They will act as normal if the squad leader has no target. This option doesn't have an effect for the squad leader.Each Formation and Position can also have 1 Perk selected at any time.
Formation Perks
On The Move - Increased movement speed for each vacant position in the squad.
Keep Your Eyes Open - Increased vision range for each filled position in the squad.
Shield Wall - Increased block chance and block rate per squad member that has a shield equipped.
The Best Defense... - Increased melee weapon damage per squad member with a melee weapon equipped.
Firing Squad - Increased ranged weapon damage per squad member with a ranged weaponPosition Perks
Highlander - Increased damage with two-handed weapons when no armor is equipped.
Frenzy - Increased damage with two one handed weapons equipped but decreased chance to defend.
Way of the Gnome - Increased attack speed, dodge chance and dodge rate when no armor or weapon is equipped.
Scout - Increased vision range with a torch equipped.
Guard - Increased block chance and rate with a shield equipped.
Marksgnome - Increased attack range and accuracy with ranged weapons.
Sharpshooter - Ranged weapon damage increases with distance.
Finish Him - Attack nearby enemies who have been knocked down and do additional damage. The Assist Squad Leader option will take priority over this Perk but gnomes will still do the additional damage.
Knock 'em Down - Increased chance to hit legs and feet.
Disarm - Increased chance to hit hands and arms.
Aim for the Eyes - Increased chance to hit eyes with ranged weapons.
Militia - Will perform jobs when not on duty.I wanted to get the patch out today instead of pushing it back any further, so there were a few more Perks I had planned that didn't make it in. Along with these additions, I've adjusted the majority of combat to be less random. I didn't have as much time for balancing as I wanted, so combat will continue to be tuned over time.
I have such an immense fondness for pixel art and sprite-based games.
Gnomoria is the current deal over at https://indiegamestand.com/. Sounds like it's a $10 suggested, but it's pay what you want, so anything over a $1 nets you a desura code. There are about 52 hours left on the deal clock as I post this. Remember you could always just buy it direct for $7.99
I assure you I'm NOT a spambot.
I'd never played long enough to encounter any of the beasties, but some Mants just introduced themselves by wiping out "The Land of Teeth" on the 7th day of summer, Year 1. Brutal.
Pages