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    Now the main thing left to do is handling all this companions-during-infiltration business, the issue being that a goblin might address one of your companions instead of you, due to line-of-sight, etc.

    Might take some days due to the various various ways it can All Go Wrong. Then finally some bugs I promised to do before the release. Normally, we do bug-fixing for a while afterward and of course we'll still do that , but e.

    So we'll see how that goes after the companion identity stuff is handled. Then we should be ready!

    I made sure rulers could form new artifact claims post w. We'd hoped to set up more subtle town-level identity tracking, by alias and appearance, but I ran into trouble there, so it still has to track identity by actual incidents and rumors, rather than just your greetings, community-wise.

    That is, an individual will track your aliases when you introduce yourself, but they won't pass that information around in a way accessible to the broader community unless there's also a barfight or artifact involved or something, at which point the information will be pooled by any survivors a few hours after the incident area is offloaded.

    There are four things left to do. Ha ha, probably another Deadline Disaster from Team Great Predictions over here, but at least the last things are becoming done around the right time.

    The woodland artifact quester didn't go so well at first. I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over.

    I don't care one way or another. So I sorted it out and got a happy reply about turning over the crossbow properly.

    Reloaded, tested out various personality combinations, got mugged, etc. Still racing against the clock! What have we got, ten days left in October?

    You can then bring the siegers the artifact they are demanding if you have it and choose to do so , and I mentioned then that there were a few bits to finish.

    So those bits are done now, and the testing as well So many deaths, so many misunderstandings. Human soldiers spooked by a barn owl and then blasting everything that moves, diplomats shot in the back on their walk out, satisfied invaders leaving stragglers lingering forever on the map, and on and on.

    Short from Kitfox Games kicks the day off, then I appear at You can find the other talks on their channel. It was much earlier than I'm used to getting up!

    Also, here's the Future of the Fortress for the month. Now for our yummy yummy dev nuggets. The Future of the Fortress will be a little late, but should be along soon.

    Let's see if we can't take care of it all this month! And there were lots of tells Elves showing up as peddlars, but the game giving them away as "Warrior" in their travel logs, their printed color being according to their soldier type instead of their cover, and that sort of thing.

    The old vampire secret identity code wasn't helping since vampires didn't try to hide these types of professions.

    But I've confirmed that they try to collect the correct type of rumors from your dwarves and can successfully bring them out of your fortress and back home, as well as being able to successfully target the other sites they visit throughout the world once world generation is over.

    Hopefully that's the last we'll hear about agents as we check these last things off. Work continues and I should have another entry up before too long about how that's all going.

    For now, here's a video of my emergent narrative talk. The entire conference is here: Day 1 , Day 2 part 1 same link as my talk , and Day 2 part 2.

    The treasure had belonged to the humans, a favorite piece of clothing and now holy relic of their first nature priest, but the dragon had taken it almost a century earlier.

    So, hey, why not bring it to the fortress? Maybe give it back to the humans to improve relations, or failing a visit from them, keep it in a little museum in a display case for the dwarves to admire.

    Uzol, my questing dwarf, managed to sneak by the dragon, but found no chausse. So he decided to go barhopping to the east to see if he could pick up any signs -- that's all I was testing, the barhopping code.

    I didn't expect him to actually find a rumor, but he did. Apparently, a mercenary had gotten to the dragon cave two seasons earlier, and brought the chausse back to the human temple, to its rightful place.

    Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic So that's now properly completed.

    If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality.

    That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure.

    Along with this, the game now more properly handles babies that are carried off on site raids. There are still a few issues which I'm not going to handle for the first release.

    For instance, if a baby is the lone survivor of a failed raid, they will unerringly crawl back to your fortress all on their own. At least they are no longer active combatants.

    Also fixed various issues with cancelling squad orders. The prisoners caused various problems with position selection. My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders.

    The game would also select imprisoned dwarves to be position holders which stopped the fortress from working properly since they couldn't be replaced or do their jobs or make appointments.

    I fixed every one of these problems I could find, but I'm sure there will be some ongoing issues with that.

    Various other fixes to squad reports, their injuries, etc. Last month around this time, there were about 20 nuggets left.

    That number went up and down as work happened and crap popped up -- now there are about a dozen. Not as much progress as I had hoped, as usual, but not so bad either.

    I'll keep plugging away at it. The replacement isn't great, but it's better than the less-than-worthless confusion we used to have.

    I also fixed some problems where artifact reputation from rumors was getting confused as the state of the world changed that is, artifact rumors needed to carry a bit more data with them to remain understandable as sites changed hands etc.

    This can happen in the upcoming release, but far less often. I did a bit with the adventure artifact log, prophecies, and finally got some good tests in on destroying artifacts in fort mode vs.

    Poked around and fixed a bug causing divergent world gen results. The weather report said "Smoke" instead of "Clear" or "Partially Cloudy", with a little wavy smoke icon I'd never seen before instead of a sun.

    Can't see across the little inlet here, and the moon has been red. Has been the case for the last few days, but the icon was new. I posted it a few days ago but in my traditional August heat-addlement forgot to link it here.

    We don't have AC, so Scamps's freezer packs have been deployed! They are placed in a bag he likes, and he hangs out there.

    I should have the Future of the Fortress post ready around tomorrow. In order to set up the historical events and inventory transfers, I ended up making the historically-relevant merchants abstractly swipe the artifacts from their wagons and mules the moment they leave the map.

    It'll be easier to handle properly when we handle traded objects more generally, though there's still the issue of who "holds" the artifact when it is sitting in a wagon which is owned by somebody.

    The current structures don't admit much vagueness. For animal thieves, they get to become historical themselves, and roam the world map with their treasures.

    The list is down to about twenty nuggets like this, which take a day or two each. Not that I'd extrapolate a release date from that But we're getting there.

    Today I did a hundred conversation changes where identities were being given away by old forms of incident, rumor and circumstance utterances I'd been putting it off for a while since it was pretty mind-numbing.

    We're a bit behind on rewards and other correspondence, but we'll try to catch up by the end of the month.

    A marriage ceremony is taking place this Saturday at a dwarf fortress in the Pacific Northwest. It will be just about as dwarfy as possible.

    I, Threetoe, am finally getting hitched to a princess from a royal bloodline. Thank you for all of your support, without which none of this would be possible.

    As veteran players well know, the dwarves will have to take a few days off to "attend party. So I sent my expedition leader by himself across the plains to the next mountain range to raid a mountain home.

    He did not survive. The next season, eight well-armed dwarves and two of their goblin buddies attacked my remaining six dwarves by the wagon.

    So one needs to be careful! Current project is turning all of my dwarves into children, letting them be kidnapped by goblins, and then growing them back up so I can send them off on rescue squads.

    They'd often be lost on sites and never found, even after routine situations where you'd expect the artifact to be passed on. For instance, a bronze helmet that was the symbol of the dwarven duchess was lost on site after the duchess passed on from natural causes, and it took several years for another dwarf to find it and give it to the next duke -- the handover process is now more routine.

    Kobolds are also no longer allowed to make claims on artifacts they still steal them, of course. They always store them in the trophy room now -- finding a single artifact held by a kobold somewhere in the living area was too difficult.

    Artifacts were disappearing out of my backpack, and that's sorted out. Arranged some display furniture, did more xml, cleaned some teleporting artifact issues, and got halfway through a promise about how library quests would work regarding copied books.

    It'll be more random than usual like this for a while, but I'm making forward progress. Nothing funny to report What do you mean you don't care?!

    It's called Procedural Generation in Game Design. To celebrate, we did a Roguelike Radio episode with a few of the author-hosts. Earlier, Zach and I also contributed some recollections to an article in Polygon about games developed in childhood.

    The new entity animal framework is set up, though I've only used it for kobolds. It's pretty basic -- you can compel an entity to use creatures that either belong to a list of classes classes can also be excluded , or by their token, and you can set them to either use matching animals from the environment or to get a free environment-independent starting population as with the current domestic creatures.

    Kobolds use their new entity animal definition to keep as pets any creatures in the surrounding environment that are in the new poisonous class which do not have the new mammal class.

    In my test cave, this led to a scary pit room filled with giant cave spiders and rattlesnakes. Suffocated due to a weapon trap coated with giant cave spider venom.

    The site layouts are a little more involved now than the up-down natural caves, spreading out over a few z levels with some traps, guard posts, living chambers, animals, eggs and stolen objects.

    I've been working with the old entity animal code, but the next step is to update that to allow more control over entities and their animals.

    For vanilla DF now, that'll be so kobolds can focus on poisonous creatures, but hopefully it'll be a bit more flexible for everybody, probably focusing on creature classes and tokens.

    The old tags will still work as usual. Off to kobold caves! The last major step is to get the kobold cave maps up to a point where they are suitable for retrieving artifacts from.

    Aside from that, it's a bunch more random tweaking and cleaning and promises to keep, but at least the end is in sight out there.

    If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically -- they hang back outside in relative safety, since you people have a tendency to drop magma on things.

    If you ignore the petition, they'll attack eventually, otherwise, a dwarf will go out and negotiate. To make it fair, the invaders will never attack your dwarf until they have time to get back inside, even if negotiations go poorly -- ideally there'd be some sort of middle ground where the meeting occurs, but we don't have time to get through the complications of that now.

    In any case, if you have the requested artifact, you can bring it to the enemy commander, or you can refuse. If you don't have it, you can pass along what you know, or you can refuse.

    An agreement acts as a peace deal which will last as long as those things normally last it has a positive effect on relations for years which may or may not overcome existing hostile attitudes, and the effect is especially strong in the first few years.

    This will also allow you to wait for a few petitions if you want to play favorites. For invader demands, which are next, we'll go to the full diplomacy screen for added drama.

    Similar to last week's tavern inquiries, rejecting a direct request currently leads to three options -- immediate conflict, leaving and sneaking back in, or slinking off and possibly reporting back to whatever artifact-interested party they were working for which could lead to an escalation to invasion.

    The easy starting point was questers that attempt thefts. Questers so inclined can now sneak in from the edge and try to take their target artifact, either running away or fighting if they are caught, depending on their temperament.

    We also allowed questers that are uncertain of the artifact's location to visit your tavern if you have one. If you don't have a tavern, questers will simply attempt a theft or make a demand without confirmation.

    If they demand an artifact that you don't have, you can tell them you don't have it, or you can pick a fight if you want.

    Even if you give an artifact away, or don't have it, you might have to tell a few people off before the information spreads around.

    I haven't done it yet, but hopefully you'll have the option to tell second questers the specifics about whom you gave an artifact to so they can go chase after that person if they want.

    When your dwarves come back, they give you a new sort of report that you can view at your leisure from the 'r'eport list. The dwarves do seem to be engaged in some buggy jumps on to islands as short cuts, and we'll try to sort as much of that out as we can, but I'm sure this new level of visibility is going to be a cornucopia of bug-fun after the release.

    In any case, we're ready now to switch over to fort mode diplomacy for next month! Continuing to handle fort expedition problems, and started a bit on the random promises list, with some XML additions as well as making the next release a little easier on utility makers in terms of finding global variable addresses.

    There are still four unresolved expedition issues, but then hopefully we can get started on fort artifact diplomacy!

    Chris Bratt of Eurogamer made a video regarding the cat tavern bug. That page also includes the longer audio interview.

    Dan Pearson of Eurogamer who interviewed me last year also posted a DF article. So I guess it was stealing.

    I sent three of them to sneak into a human town, and they brought back the sanctified skull of the first priest from the moon temple as well as a perfect gemstone from the lord's castle The seven dwarves are now caring for Obol, a four year old human they found in the goblin pits.

    An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world. I'm sure it'll be fine.

    That'll merge in with the reports they give when they return, which is the next project. Working out the various raid issues.

    We anticipated there'd be lots of problems with suddenly sending a bunch of fort-involved citizens off the map, and there have been.

    Dwarves electing new expedition leaders when you send your current one away for a few days, lots of that sort of thing.

    I've successfully started a war with a nearby human civilization, so that's definitely in for next time, if you want to be unneighborly. I have yet to recover an artifact or a kidnapped child, but we should be there soon!

    There should be additional part s that I'll link to as they are posted. Here's the panel I was on at GDC. We have little missions for groups of squads, and they can leave the map now.

    The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble. There are myriad issues to sort out, as expected.

    I'll let you know if anything amusing happens! So we have a map up! You can get site information, travel times, approximate populations, diplomacy states and so forth.

    So if there aren't weird interruptions like your dwarf squad stopping for a bender at a human tavern , you can expect even the longest journies to be over in a month or so, which passes relatively quickly in fort mode.

    We might adjust the times a bit if it's too strange, but we'd like to keep everything as consistent as possible since there are lots of non-player armies moving around the map at these speeds.

    Next up, we should be sending our first squad out of the fort and into the world! Fort mode work begins tomorrow!

    The talk seemed to go well, I met a lot of people The burnout is real, though. I should be back together in a day or two. We'll have Future of the Fortress up tomorrowish -- here's the Bay 12 Report.

    Then we can get started on fort mode! The main features will be the ability to send dwarf squads off the map, artifact-based diplomacy with sieging forces and others, and artifact-interested questers and critters coming to the fort.

    That'll have to start next month -- in a few days I'll be leaving for GDC. It was healthy for Bay 12 when I went there for the first time last year, so I figured I give it another go.

    I'll be back on the 4th, so there will be a delay on the monthly report and the Future of the Fortress reply. You can sometimes find these ill-fated heroes wandering around out there, but there isn't currently a way for them to get more refined information.

    Your adventurer can now name any of their legally-nameable objects so e. This elevates the items to historical status, so you'll get events recorded about them.

    That doesn't mean other people will care about them. There's still a bit to do, and GDC is creeping up at the end of the month I have a short talk again , but we'll hopefully be through the boring cleanup part soon and get to dwarf mode off-map squads.

    The logs will be a bit dull while I test and correct, unless something amusing happens. The guards have moved on from interrogating me over delivered artifacts to instead interrogating their own master.

    I returned an artifact, and the lord took the figurine over to an empty pedestal in the hall and stood there making cheerful remarks.

    A guard, confused again, ran over and demanded the location of the figurine. The lord was like, "Over my dead body! I think in this case the guard didn't understand furniture, and also didn't think about their loyalties in the context of item encounters, and so flipped out when the item became "invisible".

    I'll keep smoothing it out! I've also cleaned up some other random issues. We have to polish off adventure mode, which involves a lot of testing and tweaking.

    Today I added some more popups to the trade screen so you'd know your artifact gifts have been properly recognized and continued to fix up artifact transfer problems.

    There are still all sorts of strange things going on. For instance, when I returned a figurine to a lord, he stuffed it into a personal pouch where his guards couldn't see it, so some of them started interrogating me since they thought I'd hidden it and didn't actually see the hand-off.

    Lots of permutations to work through. Second of the chunks, there's fort mode! We need to handle artifact diplomacy and the sending of recovery squads off the map, which should be entertaining.

    Third, we need to finish the map changes I put off e. Last, there are some random requests and promises that have accumulated some memory address help for modders, a little bit of XML, a few priority bug fixes.

    You can't pretend to be specific historical figures or deities, but you can be pick a name, profession, origin civilization and object of worship.

    All positive and negative reputations will be associated to that identity for as long as you assume it, unless you screw up.

    You can have multiple identities and flip between them or return to your true identity. I'm still patching up some weird behaviors, but we're almost out of this specific identity grind now.

    There was a cascading split of various reputation data objects according to true, visual, historical and false identities, and lots of tracing up and down partial data to see where a new bit of information should be stored or what it implies.

    It is taking a while to sort it out. My brain broke a few days ago, but I feel more like we're coasting downhill on it now.

    Some problems we had of rumors revealing the identities of people they shouldn't have especially as the rumors aged have been patched up -- it can keep track of information about false identities indefinitely, and it can also keep track of independent reputations for the same person between several identities, even for old data where that distinction used to improperly collapse.

    People now think more carefully about where their information came from when they decide what they think of people, and do some cross-referencing of known identities and so forth, but they also have to skip certain rumors in their heads that pertain to a person where they can't make the connection because they don't know a given alias or true identity.

    So if you ask after a goblin agent using their true name or an identity used in a previous town, people in the current town the agent is infiltrating will properly say that they don't know who you are talking about, even if they have a lot of information about the agent under their current alias -- or they might have an opinion about the old identity if they heard a rumor about it.

    Where the game previously formed a single set of reputations for one historical figure, people can now give different answers for the true historical figure and each identity, as well as what they think on sight which may or may not involve any names -- they keep track of which identities they associate with the physical appearance.

    For example, if the player robs somebody without saying their name, a problem with the new system was that only the people that witnessed the event thought ill of the player even after a few days, since other townspeople could no longer make the link between the player and the event.

    A Future of the Fortress reply and the report. We finished up the monks and other new critters, and today was the first real day engaging with agents enjoying their new covers.

    The last agent I looked at involved a human town on the border of two separate evil lands that was itself half-goblin by year The demons could send in goblin agents to collect information that arrived there without much suspicion they'd use humans for the towns farther from the border.

    Kutsmob Dentblack decided to assume the identity of a prophet of Oled the Gleeful Healing, the god of justice, and wandered around town shouting about the impending doom of the world.

    Over the years, he befriended a human priest as well as the gangster boss that hung out at the Fragrant Brunch tavern. The friendships are stored asymmetrically -- they thought of the 'prophet' as a buddy, while Kutsmob considered them information sources.

    At the same time, a human from a civilization to the south had infiltrated the town pretending to be a petty criminal, and a goblin from the other evil civilization, pretending to be a bard, had made it in as well.

    Kutsmob's tradecraft was lacking, and he was 'befriended' by both of these agents, though neither of them knew that Kutsmob was also an agent -- they just thought he was a good information source -- and Kutsmob himself simply thought he had a few buddies to help him pass time during his assignment.

    It was fun to load up the world and see them all talking together with the ganglord at the Fragrant Brunch. In order for the agents not to stick out for the player, their cover professions need to be held by real counterparts.

    So there'll be prophets, pilgrims, monks, peddlers and petty criminals. They won't get many mechanics, but they'll be around.

    The stuff we do add for them have a secondary purpose to set the stage for the myth release -- the prophecies are stored in a way which aligns with the myth generator we wrote though that's not coming in yet , and it also relates to an expanded language framework that's not coming in yet either.

    It should be good to toy around with those ideas a bit first before we get to the full implementation. Mostly, they had artifact conflicts with other goblins, so I tweaked some things -- even then, there still aren't an incredible number of agent-relevant situations at first.

    For instance, a goblin civilization sought two items stolen by kobolds and one held by a dragon. If however, say, the player were to bring one of those back to a human leader, the goblins wouldn't have any way to know without having an agent in place, so it should still be worthwhile.

    And there are occasional world-gen situations where the idea works. Working a bit on the criminals in town in preparation for the even more ill-natured agents to come and associate with them.

    Pulling many criminals out of the sewers and catacombs and into some of the taverns and out on the streets and so on, provided they vaguely fit in to the larger community.

    If a situation goes particularly badly, an artifact seeker can kill an artifact holder and then actually remember to pick up the artifact to bring it back to wherever they are going, which is unusual since adventure mode characters are generally so oblivious to ground objects.

    Or it can be more happy. I suspect that next month will start with work on the agents and ne'er-do-wells we promised back in the Sept 26 log.

    So if you are a questing adventurer bringing an artifact back to a location, for instance, you might run into other questers, guards, or entity representatives before or during your return, and they should react in some way or another without waiting for you to initiate everything.

    This might be as simple as you riding a wave of praise back to wherever the artifact needs to go, or it might turn out quite differently if you aren't trusted.

    The wave of praise should also turn sour if you turn out not to be taking the artifact where they think you are -- but it'll have to give you some wiggle room as well Here's our Creator of the Week interview with Patreon.

    There are six levels of knowing the location of a held artifact as it stands: The knowledge fades over a course of weeks and years while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps at the individual, site gov, site culture and civ levels.

    But it seems to be working so far! It's very fiddly, but this should take us a long way as artifacts get more interesting during the magic and economic releases, etc.

    Apologies for the lack of logs these last two weeks. We should be able to refocus on the artifact release now.

    Here's a Future of the Fortress reply from the beginning of the month. There have been all sorts of conundrums and edge cases. Now everybody's eyes light up when a bard strolls into a room holding Classic Hamlet which was a book about his home village, I guess , and if your adventurer walks up and wrestles the book away and stores it on a bookshelf in a distant library, witnesses at each stage will understand the who and what and where in case some Hamlet quester comes calling later on.

    I'm slowly starting to emerge from this sort of work, though there are still several conversation utterances and reputation effects that need to be finished.

    The game needs to understand what's going on when you, say, bring an artifact into view, place it on a pedestal, pick it back up, and then hand it to somebody.

    If there are people around, they'll create witness reports which later turn into rumors for each of those, but the final artifact location is the most important, so I have to make sure the right old reports get cancelled and so forth, even if some of the events last longer or are missed by certain people and not others, and so on.

    For instance, if one of the witnesses only sees the part in that sequence where you pick the artifact up, they might think you are stealing it, which is sort of reasonable, but not if you just brought it back yourself moments earlier -- they could afford to be a bit more circumspect, maybe just say something and you can be like, "nah, it's cool, I just brought this back and want to give it to somebody".

    But that's hard to get working, especially as the overall situation becomes murky and complicated.

    We'll do what we can! I've done lots of tests of slightly different situations in the same room over and over.

    I have a little teleporter debug command that causes the last artifact mentioned in a conversation to appear in my hands, which really speeds things up.

    Between election distractions, unexpected Seattle trips and non-player rumors being a bit messier than expected, we're only now getting to player adventurers participating in artifact quests tomorrow, assuming the windstorm power outages aren't bad.

    They can join up in parties temporarily if there are other like-minded people in their journey's starting town.

    We still need to handle the details of their site infiltrations and reputations, but it's good to have artifacts moving around.

    I think the trickiest part will probably be getting them to handle artifacts held by people, especially moving ones including your adventurers , and that should be coming up after I handle the new rumors and some other issues.

    There are lots of conversation elements to handle too. So, tons of work to do, but we're moving forward. Sites can now post invisible messages about artifacts to mimic the game's conversation system for your adventurer.

    There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on. The next step is to get the non-player characters to respond to the messages and get the artifacts moved around by them.

    Then we can move to player involvement. I'm going to take a break from that for a change of pace, though, and move over to artifact rumors and getting some artifact-associated critters running around.

    The spread of artifact location information needs to be a little more refined than what we currently have available, so there'll be some preliminary work on that.

    I'm going to start by getting the various wandering taverngoers to gather and spread site rumors, which should give us a good foundation for information transfer in the friendly human-dwarf-elf areas, mostly.

    Since they aren't regular travelers, and we really need their civilizations to know about artifacts, the goblins and their demon masters will have to pick up information on the edge of the tavern ecosystem.

    For this time, that'll mean having their own agents running around, which should be cool. Doing this correctly involves quite a few systems that aren't in yet, and we'll either do or skip those systems based on what we think we can complete in a timely fashion.

    This is a good time to finally get some more nefarious tendrils out in the world, though, and we're planning on messing with it a bit.

    Some of the apparently disconnected forts just has really bizarre ways to the main staircase -- having to go from the wide hallway to a side hallway, through a door, down a side hallway, through a stockpile, through a door, around a corner, and back to a wide hallway which connects to the main stairwell.

    Now it tries to ensure that the wide hallways are connected from end to end, which is practically enough.

    It would still be better to have some engravings and the ability to ask directions. I've also gotten about halfway through the artifact storage locations for the various site types and situations.

    Here are recordings of the streams from the two tracks at the Roguelike Celebration: Room 1 , Room 2.

    Direct link to our talk. Schedule to help you navigate. There are a lot of B12 tasks piled up to unbury ourselves from, but we should be getting back to work toward the artifact release again soon.

    The first half of this month is going to be a bit different, as there are several events in succession. A bat which was free at my brother's place was successfully ushered outside after dozens of orbits around the top of the room.

    Zach gained 2 XP. His fiancee Annie says he needs 4 more XP to gain a level. We're approaching a relatively travel heavy for us period three events in three weeks in three different places , so there'll be more stress and fewer dwarf maps for a bit.

    The game has display cases and pedestals now, in all modes. Next I'm going to finish the display jobs in dwarf mode before I get back to maps.

    You'll be able to display any non-large object you like, and there'll be new thoughts for displayed items similar to the admiration of architecture.

    So you can set up artifact display areas, or you can just use regular masterpieces, or junk, or skulls, as you see fit. The displayed items show like the food on tables so you can admire them yourself.

    We're now ready to situate the artifacts in tile map locations and then move the interactions into the two play modes.

    This process will surely bring up some issues with what we've done in world generation, but hopefully it's mostly okay! Map code can take a lot of time to update and change since it's prone to bugs, especially with the third dimension , and I'll try not to get bogged down, but we should also see some interesting additions.

    More as I get to each civilization! Apparently it was time for us to get a taste of what we've been dishing out, as we've been showered with crayon drawings through the mail.

    Thanks to everybody that has played the game, enjoyed the stories and supported Bay 12 through the years. On to the next decade! There was an unfortunate elven civilization called the Distant Oak that lost three druids in three years.

    The last one was killed by goblins and had their body hung from a pine tree, which must have made the goblins happy since they organized a yearly candlelight procession commemorating the event back at their tower.

    On the th occasion of the procession, the dragon Niweni attacked, killing several goblins and dwarves. Finally the beast entered the tower and stole the Renowned Gill, a legendary crossbow created by a dwarf for the chameleon demon 20 years before, bringing it back to the cave.

    There weren't any attempts to recover it -- such civilization-level quests are the last step for these world gen changes.

    Artifacts can now be given between entities during peace or when peace is made. For instance, in events spanning years, the periclase bracelet Lusterlabored was made by a dwarf in a goblin tower and given to the dwarven master the original demon was killed by an elephant while invading the elves.

    Stored in the tower for several years, it was eventually stolen by the kobold Tobogochrursnus. Tobogochrursnus brought the bracelet along on various thefts, only to be cornered by a human hamlet lord, Emim Squashchewed.

    Emim kept Lusterlabored as a family heirloom for forty years, but this eventually brought the attention of the same dwarven master back in the goblin tower.

    A war was launched, and Emim went to defend the main human city of Largeplot, where he was killed by the elf Ber who had grown up in the tower.

    Ber took the bracelet and assumed the position of administrator over the conquered town. She had a more or less peaceful rule for decades, until the rampage of a werehyena found Ber devoured and Lusterlabored with a new owner.

    We also did an interview with the Stoned Gamer. For instance, we had Thil, the leader of a group of dawn worshippers living in a human market town which was unfortunately beset by elves over the humans' display of hunting trophies.

    The elves routinely attacked the town and ate people, and on the third attack they drowned Thil as an example for the other humans.

    The grieving worshippers entombed the body in a crypt under the town, but they took Thil's bejeweled linen skirt and named it Glowedlull, placing it in their temple.

    It only took another year before the elves returned and ate some more people, and looted the temple, taking Glowedlull back to their forest home.

    Peace was made ten years later, but I haven't gotten to the friendlier side of artifact transfer yet, so the skirt is still with the elves!

    Next up we'll be adding worldgen heroic artifact quests and gifts to round out the worldgen portion of the artifact release. Hopefully all of our recent additions taken together will provide enough backing for fortress mode and adventure mode artifact interactions.

    The main interesting addition was a sort of family placeholder mechanic to make heirlooms work. The initial couples all get associated family structures, and then those links are passed along to the children and so forth.

    Of course, this opens up all kinds of world-determining issues, depending on how marriage interacts with family membership and which child has which inheritance rights over heirlooms etc etc etc, and so forth.

    For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin. Artifacts will pass down family lines to keep them in play longer and to set up interesting conflicts.

    Even without conflicts programmed yet, we've had some interesting situations. One medium world I ran for years had a dwarven hero named Fath that killed the hydra Osplu Juicepukes.

    After the fight, she named her steel shield Gladdashed and it became a family heirloom attached to the Kosoth Giltmirrors family group Kosoth was an original dwarf, and by the end of world gen, that line had living members -- Fath was a grandchild.

    During a later koala demon invasion, a goblin named Ngokang Spideryweaver killed Fath and claimed the shield -- even though the invasion failed, Ngokang survived and took the shield back to the goblin capital of Ghoulsullied.

    A few years later, Ngokang was murdered and Gladdashed lost in the goblin pits, but Ngokang's family still had a claim on it it's unclear whether goblins will often have strong family mechanics when we remove the placeholder, since it's not a typical value setting for them, but it's fine for now.

    Ngokang's family group was also identified with an original creature -- Bax Burialscourges, a goblin dancer that was still alive and a member of the Whispers of Evil performance troupe.

    That goblin family had 49 living members. Presumably, as we continue, it's possible that these dwarves and 49 goblins would come into conflict over Gladdashed in various ways as the artifact is found, stolen, claimed, lost again, etc.

    Sometimes they are potentially useful, like the steel spear used to kill a giant, and sometimes you get an elf commemorating the slaying of a minotaur by naming their wooden low boot which presumably saved their life or something.

    Our first official holy relic: The second was the Fortress of Grief, a totem made from the skull of another religion's high priest. They placed the skull in the temple, while the rest of the body was entombed in the catacombs under the city.

    Next up we'll be doing artifact claims and various mechanics to get these artifacts moving, fought over, and otherwise affected. It's more abstract than the standard in-play fortress process, but it uses about the same variety of materials it doesn't do furniture yet.

    This would not be possible without help from our community -- you can view the exciting and sometimes late-night discussion over in the 0.

    This release should also make worlds generated with the same seed more consistent, and it has a few other minor fixes we managed to sneak in.

    We've started up a new FotF thread here. Here's an OSX bit test version. The main obstacle to being through with the bit version is actually a bit version now -- we lost bit Linux with all the updates we had to do for bits.

    This is the culmination of years of work on Dwarf Fortress and our other projects which never saw the light of day. BAS, and are looking forward to finally being able to place the dwarves into a more meaningful, mysterious and exciting universe!

    We'll start in on an artifact release once the bit versions are complete. Work on the bit version is ongoing. So far we have a windows test version and a linux test version.

    Here's a bit Windows version that should clean up some DLL issues. We should be almost through with Mac as well -- just need to clean up the sound library situation.

    If you've been having trouble with the most recent SDL Windows release, or you want to try out a bit Windows version, visit the forums here: That thread will also work for weird bit happenings.

    Linux and Mac up next! Here's a video from the recent Dwarf Moot meetup. They have early bird tickets available at that link until July 17th. Assuming no issues crop up immediately, we'll now dive into bit land for next time!

    We also had a release-mode-only world gen crash that stopped reproducing only when logs were enabled, but that might be handled now.

    It's a continuing process. I'm not sure if there'll be a video of the live stream, but I'll post what comes up. Here's the Seattle Weekly article that went up a few days before it happened.

    As part of the recent fix that brought armor back to invading soldiers and others, we need to deal with the effectiveness of armor, since there are too many fights that never end.

    Then the release should be ready. Work orders won't decrease the number of jobs on identical orders any more, and they should store items properly in locations like libraries without hauling them back and forth over and over.

    Paper slurries can be stored, and traded masterpieces in containers shouldn't trigger art defacement effects. The weird broken entry shouldn't appear at the end of the stocks list.

    Stone axes will work in adventure mode again. That's still the plan Things are partially back together now, with the new compiler in place.

    I've been playing around with its static code analysis tool, which located some interesting typos which have probably screwed up the medical bedrest and ghost behavior among other things.

    Woodcutters shouldn't use training axes, and you should be able to make metal mechanisms from the job manager. It'll also show the mechanism material in the job's name.

    Embark profiles should load fish properly instead of cancelling them all. I made dragonfire affect metal items again after a long hiatus, though fire effects in general are still a bit odd.

    You can now dive in deep water correctly in adventure mode. There are free tickets for general admission, as well as dinner tickets.

    It's on June 11th, and Zach and I will be there. There are lots of details over at the event page. Bug-fixing has been underway. There was an issue with the material display when building adventurer sites -- it was still counting some objects you had already used, so be sure to check the material is actually on hand when you try to build.

    I also stopped mountains from incorrectly restricting actions like sleeping. I cleaned up some issues with restraints and cages vs.

    I also fixed a few problems with mineral placement that screwed up native platinum veins in larger clusters and a few other configurations.

    I've adjusted how bone pain works to stop people from giving into pain and going unconscious when their toes are broken. Items placed on tables in adventure mode shouldn't duplicate.

    Bees should appear in temperate forests. Glazers will gain skill properly now and improvement reactions more generally will apply skill properly.

    And a few other small fixes. We'll be continuing on with bug fix releases. With the work order additions and adventurer-created sites, this one ended up with more new stuff and fewer bug fixes than expected, and my version calculator just tipped over at 0.

    You can use the new 'b' site building option in adventure mode to create a site outside the bounds of other sites. For dwarf mode work orders, you can set conditions and details from the manager.

    You can also create orders tied to specific shops from their workshop profiles. Next up we'll be doing more bug fix releases to make sure we have a vaguely presentable DF before we disappear into a new compiler and 64 bits.

    That's as far as we're going with work orders for this time. Next up, I'll be cleaning up some existing bugs as well as a few issues that have cropped up in testing.

    Then we'll be ready to go! Here's a Roguelike Radio episode on Simulation. I'm currently working on allowing work orders to trigger other work orders upon activation or completion.

    I think that'll be it for conditions for this release. Then all we have left are work order job detail settings as well as some bugs to fix.

    Some of the most basic conditions you'd want are still pretty convoluted, like needing empty food storage items barrels or pots , appropriate uncompromised plants and a lack of available alcohol for brewing jobs.

    In order to get around that, you can press a button to have the game try to guess what conditions you'd like based on the type of order and then you can tweak the numbers.

    You can also build the conditions up manually I didn't get back to work until today, and I'm only eating full meals now, so I'm not quite myself yet.

    The maximum number of work orders a given shop accepts at a time can be set, and the shop can also ban work orders entirely or by labor type.

    Hopefully the coming days will just be super super normal and I can finish this off, maybe with a bit of rest.

    You can also set perpetual orders. It doesn't place more than one job per shop and instead of waiting to renew them it checks jobs on completion to see if they should stick around.

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    In order to achieve this, Well Skelmersdale will unleash the potential of its residents, places and assets and it will connect skills, education and employment.

    In addition, it will also provide a networking opportunity, bringing together community businesses, voluntary, faith and community organisations both public and private.

    Visiting times at Southport and Ormskirk hospitals will now run from 1pm to 8. This does not include maternity and neonatal wards which have their own visiting times.

    Visitors who come in to assist patients with meals are still welcome from midday, they are just asked to identify themselves to a member of staff on arrival.

    If friends and family find these visiting times are not convenient, they can speak to the nurse in charge of the ward who will be able to help.

    West Lancashire Health Centre, which is at Ormskirk hospital, will continue to open at 8am every day but the last booking to see a nurse will now be 7.

    Skelmersdale Walk-in Centre at The Concourse will open an hour later at 8am with the last booking to see a nurse changing to 7.

    Weekend opening times of 9am to 5pm remain the same. Anyone who thinks they need medical help outside the walk-in centre opening hours should examine their options.

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    Inspectors also noted improvements the maternity service had made at Ormskirk hospital, rating it Requires Improvement.

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    MP Bill Esterson is supporting a campaign urging women to protect their babies by not drinking alcohol during pregnancy. Although the Bill ran out of time — as is often the case with this type of proposed legislation — the Chief Medical Officer changed her advice to mums-to-be and women trying for a baby in January to abstain from drinking alcohol.

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    Please join in the conversation. Updated guidance has been published to help the Test be more inclusive and now covers services across the NHS that are provided to children and young people — with special provisions for looked after children — as well as patients with learning disabilities, dementia, language and literacy issues or patients who are deaf or deafblind.

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    Citizens are discussing more than 20 conversations on different topics already. PHE has launched a national Be Clear on Cancer campaign to drive awareness of the risk of breast cancer amongst women over 70 including increasing their knowledge of lesser-known symptoms.

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    The survey asked men about their approaches to getting help and advice on health issues, and what they think might help boys and young men growing up now to look after their health as they get older.

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    Is from 11 — 17 June Two women lose their lives to the disease every day. Please help raise awareness by displaying the attached poster.

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    As well as reminding older women that the risk of breast cancer increases with age, the campaign also seeks to increase awareness of breast cancer symptoms, particularly non-lump symptoms.

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    Order the following items:. As part of the campaign, they are looking for stories of women who were diagnosed with breast cancer when they were 70 or older, after they noticed a change to their breasts and went to their GP.

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    Southport hospital in particular is extremely busy after a weekend which saw four-out-of-five patients on Saturday needing more thorough clinical assessment, investigation or observation before they could be treated.

    For people needing urgent help with minor illnesses or injuries no appointment is necessary at a walk-in centre. West Lancashire Health Centre at Ormskirk hospital is open from 8am to 7.

    Call and speak to a highly trained adviser, supported by healthcare professionals. They will ask you a series of questions to assess your symptoms and immediately direct you to the best medical care for you.

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    West Lancashire residents are being reminded that they can now use Patient Access, a free online tool to make GP appointments and order repeat prescriptions.

    Since it was first promoted locally last winter, thousands of patients from across West Lancashire have registered on Patient Access and realised the benefits, as healthcare commissioners, NHS West Lancashire Clinical Commissioning Group CCG is hoping more patients will soon give it a try.

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    For any local patients who do not want to try Patient Access, a repeat prescription slip can still be handed into the registered GP practice.

    Read full press release. New research commissioned by the Care Quality Commission CQC has found that more women must be made aware of their right to choose their birth hospital.

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    Each inspection answers five key questions: Is the service safe? We know from speaking to our community that they would like to play a more active role in their health and help to manage their own conditions.

    Many GP appointments are unknowingly made unnecessarily with minor ailments that can easily be treated with a visit to a local pharmacy.

    This move to encourage people to self-care follows an announcement made in July that NHS West Lancashire CCG is to remove items that are considered of low clinical value and items that are easily available from supermarkets and shops from prescription as of 4 September These medicines, treatments and conditions include:.

    These will encourage patients to self-care, while explaining how by doing so and removing items considered to be of low clinical value the CCG can re-invest this money back into other services.

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    An initial consultation took place with Learning Disability groups to identify what was important to them when accessing health or social care services.

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    Spear headed by Prince Harry and the Duke and Duchess of Cambridge, the campaign, launched late last month, aims to shatter the stigma of mental health, by starting simple conversations.

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    These include, handing in the white tear off part of a prescription, a request slip which is located in the reception area at GP practices, via fax although this can vary depending on practice and now, the local NHS is encouraging all residents to use the new Patient Access website and smartphone app.

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    Full information on the campaign, including frequently asked questions, a detailed patients leaflet and a feedback survey are available on the NHS West Lancashire CCG website: If any residents have any questions or concerns, they are encouraged to speak to their local GP practice.

    There is also an online pledge that people can sign at www. There is a lot of useful downloads and information on the website: PHE is calling for all parents to get their children vaccinated against measles, mumps and rubella MMR.

    For more information, read the PHE press release. It aims to transform the way the nation thinks, acts and talks about the condition.

    Stigma and lack of understanding cause many people with the condition to experience loneliness and social exclusion, so dementia friends hopes to tackle this by creating more communities and businesses that are dementia friendly.

    If you would like training delivered at your organisation, or would like to find out more, please contact Joe Sherville — ellie.

    Lancashire Mind can deliver in-house flexible training options to your workforce, from conferences to small groups and open access. All proceeds from their training stay in Lancashire to support the mental health and wellbeing of people across the county.

    Click here for their brochure. For more information on how Lancashire Mind can help you support your staff email admin lancashiremind.

    GPs in West Lancashire are urging all residents living with Type 2 diabetes to learn how to live well with the condition. The courses offer advice on how best to live with the condition, tips and advice on lifestyle choices, how to manage blood sugar levels, understanding the benefits of exercise and a balanced diet, and they will also provide the opportunity to meet new people living with the same condition.

    They want to know if the courses currently on offer are delivered in the way you wish to receive information and if they are making effective use of technology etc.

    The answers provided will help them to re-structure how information and the education is given and received in the future. The survey can be accessed here: A free, four week course aimed at informal carers who care for a person with dementia.

    Sessions are once a week and last for two hours. They cover a range of topics including, what is dementia, information about benefits, lasting power of attorney, activity ideas, services and support.

    For more click here. For more info please contact Peter Barton email peter staveleyroad. For adults with learning disabilities and their carers, who live in Preston, Chorley and South Ribble is being held on F riday 22 June from 10am-3pm doors open from 9am at The Education Centre, Chorley District Hospital.

    A free light sandwich lunch will be provided. The views and experiences of NHS hearing aid users with age related hearing loss, over 50 years of age, are being sought to help understand what NHS hearing aid services are like locally and to help improve them.

    People over 50 with age related hearing loss, can currently chose to obtain an NHS hearing aid, following a referral from their GP from their local NHS Trust or from high street retail providers.

    People using NHS hearing aids, over the age of 50 or relatives or carers can complete the questionnaire online: The survey will remain open for comments until Friday 22 June In addition, the CCG, along with IPMS and Connect Health want to meet with patients and residents who have a particular interest in the pain management service, by inviting them to meet the two organisations and to share their views of what an effective pain management service should look like at a listening event that will take place towards the end of June.

    As part of this ongoing process, three draft policies are now available for patient and public engagement and feedback.

    The latest draft clinical policies open for patient and public feedback are as follows:. West Lancashire residents are therefore invited to read these new and revised policies and provide their feedback and comments by completing the relevant survey.

    Opportunities to discuss these policies in face-to-face sessions can also be arranged by emailing mlcsu. Comments on the policies must be submitted by no later than Friday 29 June Healthwatch Lancashire is working together with health organisations across Lancashire and South Cumbria to get your views on healthcare technology.

    This is your chance to share your ideas which will help the NHS to develop innovative ways to provide healthcare and support the wellbeing of people across Lancashire and South Cumbria.

    When they talk about digital technology, they mean mobile phones, tablets and computers, as well as wearable technology such as fitness trackers and alarm buttons that might be worn to support independence.

    They want to hear about use of websites, mobile technology such as apps, and wearable devices such as Fitbits to support health.

    Have your say and complete the short online survey here: The information they collect will be used to produce a report to inform NHS and Council organisations and others who are looking to develop the use of digital technology to support health and social care.

    Government commitments of funding and community intervention are welcome and signal that this is rightly being treated as a priority.

    However, the pace of delivery needs to accelerate. The way that Government departments work together needs to improve.

    National and local bodies need to make sure that they put the mental health needs and wellbeing of children and young people at the heart of their decision making.

    Transforming the health of men and boys is a huge challenge, but the voluntary sector can help make this happen. Whether you are from an organisation that supports or represents men and boys, or just interested in how you or your organisation can do more to support men, please take the time to fill in this survey.

    Do you currently receive a home care service? Are you a friend, relative or carer for someone who does?

    Healthwatch Lancashire wants to hear your views on the service you receive. If you receive home care services, and would like to share your experiences, we would like to hear your views about any areas which you feel could be improved.

    To leave your feedback, please complete our short online survey at this link: If you would like to take part in this survey but require support please ask a relative or carer to contact Healthwatch Lancashire on The feedback you share will help us to understand what is important to you so that we can help influence improvements within home care services.

    The CQC has launched a campaign to encourage people aged 60 or over to share their experiences of care. If you work in one of these service areas or have used the service as a patient, they would like to hear your views on whether financial pressures have had an impact on the quality of patient care.

    All discussions are confidential and they will not identify research participants in our publication. In August to October , the government consulted on the soft drinks industry levy, which will charge companies that produce or import soft drinks with added sugar.

    The government has published its response to the consultation and draft legislation for the levy. Primary legislation for the levy will be in the Finance Bill Healthwatch Lancashire has launched a survey to gather the views and experiences from people in Lancashire about cervical cancer screenings.

    Women registered with a GP are invited for cervical screenings, also known as smear tests, and Healthwatch Lancashire are looking to listen to the views and experiences from people in Lancashire of having these tests and any barriers they face which affect their decisions to undertake the screenings.

    To undertake the short survey please click here. The Disability Partnership is carrying out research about employment for disabled people with high support needs.

    Arrests that don't lead to accusations will also lead to negative thoughts for everybody. In the interest of exposition as the game is confusing enough , a correct accusation will lead to information about the plot, as far as that dwarf is involved.

    If you manage to arrest the agent, and have properly identified a conspiracy, they'll also give you a hint one step farther up the chain or you'd never be able to figure it out, most likely.

    Then you can send out your own agents to pick up leads on the handler, who will provide more information if captured.

    Of course, disrupting a plot might make you a target of the villain's complete power set, and defeating their assassins and invaders will sometimes bring you closer to their identity especially in the case of a non-obvious villain.

    Adventure mode accusations can work similarly, though you'll have to be much more specific than the current "hey, you're a night creature! We're still working out where adventure mode investigations are more likely to start, as you'll need some hook like the current quest rumors to get you into a position where you can ask anybody anything.

    If you're a big enough hero, you might simply be targeted, and that will set you on the track. On the other hand, given that it wouldn't be too difficult a change to give you the ability to hand one of your companions a task in a fort-style map interface, and we'll have a lot of new tasks available, we're also thinking about trying our hand at adventurer villainy as well.

    If somebody off in a village can topple the world, it might as well be you. The main obstacle would just be getting the conversations with your agents to work correctly, on top of the general work we'll be doing above.

    The same applies to fort mode to an extent, once you can send your agents out. Now it just remains to be seen what we can get done! I also finally updated the media stuff on the links page, including the link to the myth generator talk from GDC which was apparently missing!

    On Dwarf Fortress, the villain planning has continued; we should be starting coding there soon, but for this week, we started adventure mode parties, equipment and mounts as a more straightforward item.

    You can now create as many characters as you want when you start adventure mode, and they'll start together as a party. If a character is in your official starting party, you can swap control between them freely when you are playing, vaguely similar to traditional party-based RPGs where you designate a party leader, though your other party members act with more autonomy when you aren't controlling them.

    Though we are planning on adding full turn-based control mode for combat purposes, which you can turn on and off, perhaps for this release as well depending on how smoothly villains go.

    Start with two people. Start with a few friendly dogs. Start with a horse. Start with a giant elephant. Start with three or more named shoulder-riding hamsters I suspect there might be some point-pool abuse here if we don't set sensible limits.

    There's a new offloading popup that can come up on the season change if you have enough activity in your world; it can take a little time in larger worlds, but that's all time that is no longer intermittent lag and it's also less time overall due to reduced redundancies.

    If you have an autosave, the offload will be incorporated into that, so autosaves might seem slightly longer if so, you are also getting the same lag reduction.

    Once a site becomes linked to you through prosperity or by conquest; you'll see a message , you can send a messenger there to request workers, or send dwarves from the fort out to such sites from v-p.

    This only works on historical figures, so you might find you don't have off-site workers available at first, though some sites do have them.

    This release should also improve the issues dwarves were having with negative thoughts, and they can also now experience permanent changes in their personalities and intellectual values due to events in their lives.

    Insurrections were such a problem in sites that I had to turn them off for your fortress's holdings; we'll get back to that later.

    It wasn't even the insurrections, really; the dwarves were bailing on the occupation immediately because they were afraid of insurrections.

    People will get upset if you kick out their relatives and will leave with their immediate relatives, and so forth, so it isn't an unlimited power.

    If you have outside settlements, people will go there, and you can choose a specific one, but they might not remain there forever; at the same time, they will not return in subsequent immigration waves.

    You can't ask nobles or elected officials to leave, as presumably they are the ones exercising this power. The second addition is messengers.

    These are a new occupation that are only used now to request people from the hills, but they'll likely have other functions later including a few of the missions currently done only by squads, like demands for surrender and tribute.

    You can request that a specifically chosen group of non-position-holding same-civilization historical figure from one of your associated outlying settlements e.

    You can recover occupation soldiers in this fashion. Other work this week included ironing out issues with the peaceful realignment of existing nearby same-civ settlements to your fort as your economy grows forts that you place in the thick of your own civilization won't need new settlements founded , making refugees stop sleeping forever in adventure mode, and another bucket full of conquest errors.

    Later, the peaceful realignments might include other civilizations as well, so you could become the focal point of some human villages, for example.

    The outside interactions will continue to become more interesting as we go. It was very satisfying to see it colored in on the new world map overlay, as an indication that the game overall is entering an entirely new realm of story potential, as sparse as they'll be at first.

    Around 50 dwarves moved in to the new site, and they named it Reignseals. Their newly elected mayor was Lokum Bridgedrove, a historical dwarf that had ten years earlier fought a harrowing battle with a werewombat.

    My fortress was on a one-tile mountain in the middle of a swamp; my new neighbors sensibly founded their site eight tiles away in the nearby grassland.

    The sites don't send emissaries yet, so for now it just pops up a little announcement box with the name and direction so you can find it easily on your map.

    This should complement the new conquest mechanics nicely for people that want to grow some sprawl around their fortress without using armies.

    As your economy improves, the number of sites founded on the outskirts of your fort will increase as well. Being elevated now depends on the number of sites attached to your fortress, whether occupied or peacefully founded, rather than the economic trigger numbers directly.

    I should be able to get to the civilian exchange with off-fort settlements now, which'll put us close to a release, finally.

    And here's the report to start off June. Dwarves sent on these missions will form a new site government with an administrator, just as has happened previously in the non-player battles, and the site will become part of your unofficial holdings, sending tribute.

    You can view all of your categorized holdings with a new map overlay that also shows the diplomacy state with other civilizations. I haven't seen one, but I imagine they are vulnerable to insurrections, like all occupations.

    Now, the measly annual tribute isn't really compensation for losing a squad or more of dwarves, especially since you can extract tribute without leaving anybody on site already.

    So we're going to press on to peaceful hill dwarves and then incorporate your occupied holdings into whatever mechanics we get to there.

    In particular, being able to recall your soldiers and send your civilians out to the hills is in the works, though we're also trying to get the next release together as soon as we can, so it will be a bit thin until a followup release.

    At the very least, we'll have hillocks around your fortress and some kind of interaction with them in place for next time.

    Horror thoughts for strangers' bodies have been downgraded quite a bit, and all memories have been grouped into categories now, so that memories from one category can't snatch up all the brain real estate so they'll only remember the worst violent happening in a given stretch of time, rather than eight of them; this isn't ideal, but I'll save better memory clustering for when I have more time.

    Memories will also change in nature after a year or two; the associated emotion will change to something less extreme, and as this happens, dwarves can undergo permanent changes to their personality facets and intellectual values.

    When this happens, it'll be indicated in the personality readout with a bright magenta clause that doesn't go away when the thought goes away, so you'll be able to catalog what has happened easily.

    For instance, a dwarf that was mortified after their clothes rotted off their body might later reflect on this incident with amusement and become slightly less interested in decorum and less bashful, while a different dwarf might react with unease remembering a similar event for the rest of their life, but also develop some empathy.

    Overall, that means there are now little character arcs for the dwarves, which should be pretty fun, though there's a lot more to do there.

    I also fixed the vegetation lag; if your fort was having a little hiccup every, say, five seconds, it'll possibly be cleaned up for next time.

    Most notably, the elevation of dwarves from baron to higher noble levels was skipping count and also elevating every baron it could find on site, including those that were nobles attached to other places.

    Also fixed a hauling route crash. Diagnosed a major source of periodic stuttering lag as being related to vegetation, but I haven't fixed it yet. I'm also planning on toning down the memories from seeing little corpse bits like teeth which can now traumatize people for the rest of their lives, and making other related changes.

    Then we can get into dwarf site administration and your fort's hill dwarves, as well as whatever we decide for adventure mode, and probably fix some more bugs.

    That should form the next release. Part of this involves a new system of memories, which we'll be improving as we go now. You'll be able to see these in thought paragraphs as they are remembered, so don't worry if they aren't apparent at first.

    There were also other problems with inebriation and overall stress balance; some of the latter will be ongoing, if we've overcorrected, as varied long-term forts are difficult to test, but we'll continue working with it.

    I've updated how the adventurer information log works. It's hopefully a bit more useful for navigation now, when it comes to adventuring and reporting back what has happened.

    Old saves might not have everything linked up at first. Hearing rumors again and so forth should make the log start to work better for them.

    You can also cross narrow rivers in travel now the ones that are jumpable or near jumpable at a sprint. Uncrossable rivers will display with double lines in the travel view.

    And here is the Future of the Fortress: You can now have it only show entries that are personally related to you, sorted by priority, for example, and zoom to the location where you last spoke to somebody, including your commander and other such bits of information that might slip through the cracks, especially if you haven't played a save for a bit and become confused about your place in the world.

    It needs more, but I'm going to move on for now. Next up I'll be cleaning up some more bugs. Then this release should be ready to go.

    There are three main elements paired with several small fixes that came up along the way: Once a year passes, a short-term memory can be saved to one of eight long-term memory slots if it is stronger than the current memories , or else it is forgotten.

    Long-term memories periodically return to affect the dwarf forever, until they are overwritten. It'll take some player testing in longer, real forts to see if various parameters need to be adjusted, but initial testing showed differences from the previous behavior.

    Dropping a boulder on somebody and then leaving my dwarves unattended outside with nothing to do for a year resulted in tantrums, depression and oblivious wandering, so it seems to be working.

    When the first long-term memories were stored for one dwarf, it was horror at seeing their lover die, grief at their lover being dead, and fright at being haunted by their dead lover, with proper impact values not likely to be overwritten any time soon, certainly not by the old culprits of seeing nice furniture and completing jobs, though those still decrease stress a little bit day-to-day when experienced and are thus good to have in a dwarf's life.

    I wasn't aware of their relationship status when the boulder fell; that's just how it turned out, sadly. Bonus footage here and here.

    This was for the the On Doubt channel , where other such videos can be found. For the next version, so far I've fixed a worldgen crash, changed the handling for the nemesis unit load error it tries to patch the corrupted world now , allowed recentering on the item in "item inaccessible" announcements, added a worker status line in the view for workshops that have one worker assigned, and added the ability to give nicknames to all buildings, zones and stockpiles.

    So that's hopefully all working all around now. The Bay 12 Report is up. It also includes some other bug fixes that could be quickly incorporated.

    The plan is to try to get a version up fixing a Linux freeze and other issues as soon as possible upon my return, and assuming that leaves us in good-enough shape, to start in on the recently updated dev list in early April.

    A few raid-related crashes are fixed, as well as some strange behavior related to stolen livestock. To get the full fix for stolen livestock, old saves will need to add [PET] to beak dogs and unicorns.

    This isn't crucial; if it isn't done, those animals will no longer be stolen in that save. But if you were experiencing the bug, the existing animals will be broken until the tag is added.

    New raid options are available, and it shouldn't be hard for you to antagonize your neighbors now if that's what you want to do.

    Use the 'd'etails option when preparing the raid to set what sorts of actions you'd like your raiders to perform. Skills and equipment matter, and skills can be improved during missions.

    The skill of your best tactician is important you'll see feedback in the mission report. If you demand tribute on an ongoing basis and the target site agrees to your demands, you'll receive something like a merchant caravan on an annual basis a few seasons after the initial demand.

    They'll drop goods off at your depot and depart. These goods can be carried off immediately for storage, but there's a new report so you can look at a complete list of what was delivered; the same is true of spoils from raids.

    A few notes on the bug fixes below: Also in old saves, distracted animals might still appear to be broken at first, but they should sort themselves out after a bit.

    We've updated the development page as we steer the DF ship through bug-fix and small change waters as they mix with an upwelling of Fun, ultimately arriving at Mythical Magic Harbor, where the vessel will be in dry dock for some time.

    With the new dev page comes a new Future of the Fortress thread. The next version itself is almost ready; hopefully it won't be much longer.

    If you manage to drive off the inhabitants whether you destroy all the structures or not , the site will become uninhabited and switch symbols on the map.

    Damage should be reflected in human towns if viewed later in adventure mode, but in sites without damageable structures, the inhabitants can still be evicted.

    An entire civilization you are at war with can theoretically be reduced to migrating refugee groups, but I have no idea if that can be achieved with a fort's worth of dwarves in practice.

    Skill and equipment matter and have a large effect on individual skirmishes, so it might be possible if you train and outfit squads very well.

    We'll get to combining your forces with other, larger forces off-site later. Skills can now be improved by off-site dwarves, and they'll learn the appropriate combat skills as well as be rewarded for stealth.

    I've also implemented the military tactics skill, and, along with leadership and organization, it skews rolls in battles in opposition to the opponent's tactician skills they gain skill as well.

    You are also assessed the terrain penalties for attacking certain sites. All of what's happening here is reflected in the mission report.

    Non-historical figures will also defend their sites in particular, vaults are no longer automatically robbed when you send one dwarf to them.

    This leads to your dwarves facing large numbers at times, but I made it a little less abstract than the world generation method, so the results should be somewhat less silly which generally isn't good for your dwarves, as world gen fights sometimes have a single historical figure slay hundreds at a time, but the dwarves' full squads are also respected, so the new worse odds are mitigated.

    I've decided to go ahead with allowing you to demand tribute from sites, and that'll be the last thing before the release.

    Others demanding tribute from you and the ability to place administrators over conquered sites will happen with a future release, but this is a start.

    You can bring back one piece of loot or one livestock critter per dwarf that returns from the raid you can decide to turn either option off before they go.

    Since we don't have actual production to replenish site stockpiles yet, we're handling it with a simple placeholder variable.

    The size of the raiding party vs. The percentage is the chance that an individual dwarf's loot action fails. In the distant future, this can be replaced by numeric resource piles.

    Livestock, on the other hand, is actually taken from the site's animal population pools, regardless of the percentages. On my first attack on a human village, the dwarves returned with a yak, a goose, and an alpaca, as well as a nicely decorated yak waterskin When I sent a single dwarf to sneak into a goblin tower, she came back with a pair of silk goblin shoes.

    We might end up weighing them against picking up a bunch of junk after I try some larger raids, if the results are always that disappointing, he he he.

    I still need to clean up a few issues with the razing code and make non-historical figures defend their sites.

    We're also considering throwing in an ongoing tribute option if the winds are favorable. We're starting in on the first changes to the world map 'c' screen in dwarf mode, allowing dwarves to openly attack sites rather than always trying to stealthily raid them, in case you are trying to start some trouble.

    We'll also likely address the larger populations not being involved in these conflicts currently you instantly win if there are no historical figures on site , as well as adding the option to bring some loot back, but we'll see what happens as we test it out, as there could be unforeseen issues.

    Today I handled some problems with the razing code that made it unready for fort-mode-level scrutiny.

    This week I fixed various bugs. There was an issue causing questers to yet again not leave the fortress, this time because drunkenness was causing your dwarves to become more private instead of less private, leading to questers never being able to get rumors from people.

    I've also removed that strict requirement from them, so questers'll leave after a while regardless of what they learn or how much they socialize.

    Adventurer dwarf trances work again. Animals no longer become distracted from being unable to drink if they've experienced trauma, or from being unable to worship gods they shouldn't have been worshiping in the first place Also fixed a siege issue where live generals were being elevated from zombie populations.

    And the Future of the Fortress reply. The plan was to visit a few of the new bugs from there, but one of the library saves had dwarves and items, so I took a look at it.

    Some of the gains are universal, some depend on, say, how many chickens are in play. It also had a very barfy above-ground tavern, so I took the opportunity to alter the cleaning code so that they'll clean inside non-subterranean areas, as well as outside areas on constructions and buildings; they'll also chain cleanings so they at least get a good swath of a giant green smear before moving on.

    More needs to be done with cleaning, but this should help. An old bug gumming up the mayor's meeting queue is fixed, and I made the queue slightly more robust in general.

    The megabeasts and other style monsters had entered another period of non-hostility in adventure mode; this is repaired.

    Bandits ambushers had a similar problem due to broken skill assessments, as they were calculating their odds incorrectly. A few little bits: Any broken visitors themselves are unpatchable in affected saves, so it was important to get this one up quickly.

    Old saves are compatible as usual, and should not get new broken visitors, but visitors that are currently acting strange will still be acting strange, and likely will not depart.

    Over in adventure mode, inappropriate creatures shouldn't yell 'identify yourself' and companions should participate in conflicts as they used to, and some other issues of reputation should be solved, especially among citizens of the starting town.

    Highlights include fixing two separate causes of stuttering lag, making beast invaders move properly again, a couple crashes, and an artifact duplication bug.

    You can check up on the complete progress here at the tracker. Here's the year end report. And here's the Future of the Fortress reply.

    Notably, visitors shouldn't arrive in such large numbers so early on, and fewer of them should overstay their welcome in old saves, people already in transit will arrive, but it should taper off.

    Adventure mode commanders etc. There are a few more issues I want to look at before I put the next version up display cancellation spam, issues with cancelled raids, etc.

    I'm sorry about what many of you, both supporters and other creators, had to go through over the Patreon fee changes recently, and we of course understand people that decided to pull their support over the increase.

    Their planned changes now seem to be shelved for the moment, though it's a bit disconcerting to enter a period of more financial uncertainty.

    Future of the Fortress has many characters, so it is broken into two parts: I should be able to test the Linux drive on Saturday once I get the hard drive enclosure, and we'll go from there.

    Apologies for the continuing delay. In fort mode, the 'c' screen which used to list civilizations still does that as a suboption, but its main purpose now is to show the world map and allow you to interact with it.

    You can either raid a neighbor generally, or send off squads to recover specific artifacts or rescue particular people in which case, the squads will still bring back other artifacts and prisoners, but focus on the goal.

    A squad questing after an artifact will seek out information if the first site doesn't work out, and this might take several months, so be prepared.

    Squads can also be captured during raids, though typically someone will return to tell the tale. When squads return, a report will become available; a yellow 'R' will appear over on the left margin, and pressing 'r' will let you see it.

    Sometimes reports are quite lengthy as squads stumble from tavern to tavern; you can press enter to skip to the end of the path animation.

    There are some rough edges here! Be sure not to send off your commander if you are planning to reorganize your military, as they are the only one with the power to assign new squads and cannot do so while off the map.

    There was a last-minute hiccup with artifacts known to be held by people rather than stored on sites ; these fort-mode missions will be fruitless for the moment; the most common instance here is books authored by people that then hang on to them, so don't try to steal their books!

    It says on the map screen when an artifact is held by somebody, so it should be easy to avoid. Raids do not bring back non-artifacts or build skills; these issues may or may not be addressed in the short-term depending on difficulties that arise.

    The interactions with heroes and invading armies are more straightforward. There will either be 'P'etitions or a diplomacy popup to handle.

    In adventure mode, you can assume a cover identity. You do this from the 'k' conversation menu if you are already talking to somebody, it'll be hidden in "start new conversation".

    If you choose to link your identity to a civilization, you'll be carrying that baggage with you, especially when you are being interrogated by goblin guards, so one should be prudent.

    To turn off the identity, go back to the "assume an identity" menu and choose the 'x' "no identity" option. You can also reuse existing identities from this menu.

    People in adventure mode that are seeking an artifact will list "missing treasure" among their troubles, and you can then inquire further.

    In order to name an object, use 'I' to interact with it, and it'll be one of the options for appropriate objects. For example, you can give a name to your spear or waterskin, but not to the water or food you start with.

    There are also various adventure rough edges. For instance, if you pick up and then immediately replace a museum piece in adventure mode, and then tell somebody about it, you'll get credit as a Treasure Hunter.

    It'll be difficult to fix that without additional property information, etc. We'll be working with this a bit as we generally work on stabilizing the release.

    Overall, many of the changes occurred under the hood, in preparation for the myth and magic release, but now the magic release will be able to incorporate artifacts of all kinds without additional delay, so hopefully it was time well spent.

    As usual, your old saves should work, but please back them up before diving into the new release! It is quite likely that forts will fall into technical ruin as bugs come up and are handled at this early stage.

    Old forts won't have object additions like the pedestals and display cases, but they should be able to send out raids from the 'c' screen. We will be focusing on the worst bugs crashes etc.

    We're still working on the design side of the first magic release, so we anticipate we'll be doing smaller releases for a while.

    My Linux computer died during the release process, so the Linux version will have to be delayed until we figure that out.

    All the same, when confronted by a goblin glassmaker near a watch tower, Buddy A quick-wittedly shouted out "My name is Tode. Buddy A held this identity until we made our way out of the site.

    Your buddies don't yet screw up for any reason. You can screw up, if your identity is chosen very poorly. The various remaining artifact issues were uneventful.

    Now the main thing left to do is handling all this companions-during-infiltration business, the issue being that a goblin might address one of your companions instead of you, due to line-of-sight, etc.

    Might take some days due to the various various ways it can All Go Wrong. Then finally some bugs I promised to do before the release.

    Normally, we do bug-fixing for a while afterward and of course we'll still do that , but e. So we'll see how that goes after the companion identity stuff is handled.

    Then we should be ready! I made sure rulers could form new artifact claims post w. We'd hoped to set up more subtle town-level identity tracking, by alias and appearance, but I ran into trouble there, so it still has to track identity by actual incidents and rumors, rather than just your greetings, community-wise.

    That is, an individual will track your aliases when you introduce yourself, but they won't pass that information around in a way accessible to the broader community unless there's also a barfight or artifact involved or something, at which point the information will be pooled by any survivors a few hours after the incident area is offloaded.

    There are four things left to do. Ha ha, probably another Deadline Disaster from Team Great Predictions over here, but at least the last things are becoming done around the right time.

    The woodland artifact quester didn't go so well at first. I used my debug power to manifest as the Manifestation, holding the quest crossbow, which I immediately handed over.

    I don't care one way or another. So I sorted it out and got a happy reply about turning over the crossbow properly. Reloaded, tested out various personality combinations, got mugged, etc.

    Still racing against the clock! What have we got, ten days left in October? You can then bring the siegers the artifact they are demanding if you have it and choose to do so , and I mentioned then that there were a few bits to finish.

    So those bits are done now, and the testing as well So many deaths, so many misunderstandings. Human soldiers spooked by a barn owl and then blasting everything that moves, diplomats shot in the back on their walk out, satisfied invaders leaving stragglers lingering forever on the map, and on and on.

    Short from Kitfox Games kicks the day off, then I appear at You can find the other talks on their channel.

    It was much earlier than I'm used to getting up! Also, here's the Future of the Fortress for the month. Now for our yummy yummy dev nuggets. The Future of the Fortress will be a little late, but should be along soon.

    Let's see if we can't take care of it all this month! And there were lots of tells Elves showing up as peddlars, but the game giving them away as "Warrior" in their travel logs, their printed color being according to their soldier type instead of their cover, and that sort of thing.

    The old vampire secret identity code wasn't helping since vampires didn't try to hide these types of professions. But I've confirmed that they try to collect the correct type of rumors from your dwarves and can successfully bring them out of your fortress and back home, as well as being able to successfully target the other sites they visit throughout the world once world generation is over.

    Hopefully that's the last we'll hear about agents as we check these last things off. Work continues and I should have another entry up before too long about how that's all going.

    For now, here's a video of my emergent narrative talk. The entire conference is here: Day 1 , Day 2 part 1 same link as my talk , and Day 2 part 2.

    The treasure had belonged to the humans, a favorite piece of clothing and now holy relic of their first nature priest, but the dragon had taken it almost a century earlier.

    So, hey, why not bring it to the fortress? Maybe give it back to the humans to improve relations, or failing a visit from them, keep it in a little museum in a display case for the dwarves to admire.

    Uzol, my questing dwarf, managed to sneak by the dragon, but found no chausse. So he decided to go barhopping to the east to see if he could pick up any signs -- that's all I was testing, the barhopping code.

    I didn't expect him to actually find a rumor, but he did. Apparently, a mercenary had gotten to the dragon cave two seasons earlier, and brought the chausse back to the human temple, to its rightful place.

    Uzol had orders, though, and he followed them to the letter. He broke into the temple and brought me back the relic So that's now properly completed.

    If your vision of dwarves is less about crafting in the mountains, and more about a lone dwarf descending from the hills to attack a village with a pack of a dozen hounds, your vision is now a reality.

    That's how I tested it, anyway. Five of the dogs were struck down, but the humans will now think twice about whatever it was they were thinking about, that's for sure.

    Along with this, the game now more properly handles babies that are carried off on site raids. There are still a few issues which I'm not going to handle for the first release.

    For instance, if a baby is the lone survivor of a failed raid, they will unerringly crawl back to your fortress all on their own.

    At least they are no longer active combatants. Also fixed various issues with cancelling squad orders. The prisoners caused various problems with position selection.

    My imprisoned expedition leader just walked home while still considered a prisoner due to some erroneous travel code exclusive to position holders.

    The game would also select imprisoned dwarves to be position holders which stopped the fortress from working properly since they couldn't be replaced or do their jobs or make appointments.

    I fixed every one of these problems I could find, but I'm sure there will be some ongoing issues with that.

    Various other fixes to squad reports, their injuries, etc. Last month around this time, there were about 20 nuggets left.

    That number went up and down as work happened and crap popped up -- now there are about a dozen. Not as much progress as I had hoped, as usual, but not so bad either.

    I'll keep plugging away at it. He was lined up with the starters during practice Thursday, Nov. Fluker calf did not participate in practice Thursday, Nov.

    C Weston Richburg knee was limited during practice. OT Morgan Moses knee was limited during practice. OG Andrew Wylie back fully participated in practice.

    A full participation for Hill is a great sign for his availability against the Cardinals in Week He is a must start of course and could finish the week as the top wide receiver in fantasy football.

    Rodgers played without his knee brace last week against the Patriots. He's good to go for this week's game against the Dolphins. Cobb is likely to play against the Dolphins on Sunday but he is third in the pecking order behind Davante Adams and Marquez Valdes-Scantling.

    We see him as a WR4 or deep flex play in Week

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