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Dwarf fortress tilesets guybrush
Dwarf fortress tilesets guybrush






dwarf fortress tilesets guybrush dwarf fortress tilesets guybrush
  1. #DWARF FORTRESS TILESETS GUYBRUSH UPDATE#
  2. #DWARF FORTRESS TILESETS GUYBRUSH SIMULATOR#

New wizards beyond necromancers: by race, by skill, by object, by corruption, by deal with another power.Wider variety of magical historical figures with new actions and powers, respecting myth.Bridge myth and recorded history by converting myth output to world generation start map.Maps, sites, entities, historical figures, artifacts, myths, etc.

#DWARF FORTRESS TILESETS GUYBRUSH UPDATE#

  • Update world generation screen to display myth information.
  • Intelligent and semi-intelligent artifacts.
  • Connections to the world (magical regions, etc.).
  • New sources: divine, natural, ancient races.
  • Mythic artifacts and expanded artifact framework.
  • New generated race categories: primordial giants/titans, fairies.
  • Deities, angels, demons, forces and spirits further integrated into the world.
  • Shape/materials related to the creation myth.
  • Can be closely tied in to new magic systems.
  • Magical landforms generalizing and/or replacing good-evil regions and the underworld.
  • Generated explanations for death, the afterlife and the origins of magic fully integrated into the myth.
  • Creative actions taken by gods and ancient races, cosmic eggs and primordial chaos, resulting in humans, dwarves, the land, and every other in-game object.
  • Hostility settings: No death or violence to regular settings to bleak and horrifying.
  • Randomness settings: From Earth-like world to standard fantasy to completely random.
  • Non-magical worlds will still have (possibly multiple) creation myths.
  • Magic settings: From none to ubiquitous.
  • Includes bandit forts, return of castles, better necromancer towers.
  • Improve fort/adv rumor displays to highlight known plot elements.
  • Sending out dwarven agents/investigators.
  • Assassination of position-holding dwarves and meddling adventurers.
  • Bandit groups raid and pillage the hill dwarves and extort from the fortress.
  • Work existing mechanics into conspiracy chains.
  • Giving local combat orders to companions (see Your Followers below).
  • Basic command of large armies on travel-scale map.
  • Gaining civ-level entity positions (e.g.
  • Show site relations and entity positions, map holdings.
  • Show personal relationships, latest people met, global reputations.
  • Also: prisoners from attacking soldiers surrendering/yielding.
  • Portions of Improved Sieges (below) are on the table.
  • Army-army battles, offensive orders for off-site armies (see Army Improvements below).
  • Defensive off-site armies, ability to stall and report on incoming sieges.
  • Shows all your off-site armies, send a squad or messenger to activate them.
  • Request migrants, send fort dwarves out to hills.
  • Basic hill dwarf / administered site interactions.
  • Attracting hill dwarves to become a baron peacefully.
  • Getting an off-site holding can jump a fort to barony status.
  • Seizing position-holders as prisoners (see below).
  • We'll be fixing bugs and making smaller changes between major releases. These changes touch upon law, property, status, diplomacy and so on, which will position us for economic work and thief role development, though we haven't committed to a direction beyond the three sections below. After the magic releases, we'll do a lot of foundational work culminating in starting scenarios for your fortresses. Once we're ready, we'll do myth and magic additions until we reach a satisfactory point (some options below, we won't get to everything). After that, we're going to finish some delayed features from the first villain release along with doing work on some army/siege features and other matters (listed below.) The hope is that all of this will sustain us through a necessary map rewrite, a key part of the initial myth/magic release which will unavoidably take a long time, no matter how the rest can be portioned between releases. There are some things to do first, though! We need to finish the graphical/usability update for the Steam/itch release. Our next major goal is to add creation myth and magic system generation. There is a discussion thread on the forum. We'll be adding to it as specific roadmaps are drawn up and we are closer to using them. It just has some of the things we're thinking about doing sooner rather than later. This page doesn't represent everything we'd like to do. It has also proven too time-consuming to maintain all of the notes in a presentable form, so we're sticking with incomplete lists for the foreseeable future. The game is designed by Tarn and Zach Adams. Dwarf Fortress has been in development on-and-off since 2002 and consistently since 2006.

    #DWARF FORTRESS TILESETS GUYBRUSH SIMULATOR#

    The long-term goal is to create a fantasy world simulator in which it is possible to take part in a rich history, occupying a variety of roles through the course of several games. (last updated: January 29, 2020) Overview








    Dwarf fortress tilesets guybrush