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f13.net General Forums => The f13 Radicalthon => Topic started by: Pagz on July 09, 2014, 11:42:44 AM



Title: Dwarf Fortress: The Realms of Soul
Post by: Pagz on July 09, 2014, 11:42:44 AM
The Realms of Soul: Chapter I: Fleshsyrup

(http://i.imgur.com/OupWK5R.png)


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Paelos on July 09, 2014, 12:45:46 PM
I'm already excited about this adventure.


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Yegolev on July 09, 2014, 01:07:21 PM
Looks like I still won't be playing this game, despite the tantalizing graphical shots earlier in the thread.  Thanks, Pagz!


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Pagz on July 10, 2014, 07:09:33 PM
Wondering why the save was corrupted on reload, turns out there's a pretty crippling autosave bug. A patch is already out, but it breaks save compatability. I'll try tonight to generate a new world and go for take two.


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Sir T on July 13, 2014, 03:03:26 AM
But it was going so well.


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: ezrast on July 13, 2014, 09:17:59 AM
Trees used to just give one log each, right? That is a huge change if it means I no longer have to choose between providing beds for my dwarves and building enough bins to store all my trade goods.

Last fortress was awesome; I'm looking forward to dying gruesomely in this one.


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Stormwaltz on July 13, 2014, 05:00:20 PM
Wondering why the save was corrupted on reload, turns out there's a pretty crippling autosave bug. A patch is already out, but it breaks save compatability. I'll try tonight to generate a new world and go for take two.

Sounds like...

Groundhog Day.

/rimshot


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Pagz on July 13, 2014, 06:25:22 PM
Hehe, I haven't been having much luck have I? So I genned a new world with the intention of starting again sometime this week, however the new 40.03 release breaks save compatibility again due to crash fixes caused by faulty world generation, so I may as well scrap that idea. I think I'll wait for a release that doesn't break save compatibility before I try and start a game next time, so I'll try again in a week or two.
Trees used to just give one log each, right? That is a huge change if it means I no longer have to choose between providing beds for my dwarves and building enough bins to store all my trade goods.

Last fortress was awesome; I'm looking forward to dying gruesomely in this one.
Trees give more logs, but tree density is lower. It depends where you embark but in general I think there are a few more logs per map, it's at the very least much quicker for your woodcutter to cut down half the map.


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Lightstalker on July 24, 2014, 08:58:51 PM
4.04 was released earlier this week and Phoebus and Dwarf Therapist are working with the new build. 

Things might be playable 'enough' at this point, though that might make it more difficult if they've fixed the "Siege attacks from undiscovered cavern level" and "store the prepared food in the corpse stockpile" classes of issues.

I think the log density is way up, but that might be an early vs. late game issue (haven't seen multi-level trees regrow yet).  Getting injured while chopping them down is... fun.


Title: Re: Dwarf Fortress: The Realms of Soul
Post by: Pagz on July 25, 2014, 12:51:26 AM
I'm more worried about breaking save compatibility then being playable, if the next release doesn't I'll jump in and start again. Regardless of above ground trees, underground trees are supposedly still the same, so even if multi-tile trees take forever to regrow use the underground ones instead.