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Helm Lardar

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  1. Helm Lardar

    Superheroes and the Lone Ranger

    I like superheroes in fiction. That might not seem controversial, but for some reason plenty of superhero films are derided, apparently for containing them. Problem with those films is that quite often they don't call the leads superheroes, even when they are. The audience is expected to infer it. That means half the time the audience doesn't. Then they start complaining about how the story doesn't make sense, or how it's too cheesy, or how important things aren't explained, or how a particular character is absurd, etc etc. Some of these criticisms turn out to be legitimate, but some don't. Let's name four superheroes. Sherlock Holmes. Spiderman. The Lone Ranger. Tonto. Only one of these are announced: Spiderman, who decides the best way to use his powers is to make a special suit and gadgets, and fight crime as a masked man with a fancy name. But they've all got superpowers in their latest iterations: Sherlock can make inhuman deductions and clues visibly manifest themselves as text to his eyes, Spiderman has outrageous reflexes, superb strength, and the knowledge to make previously unheard of spider-related kit, the Lone Ranger is immortal (in battle) and can't miss, and Tonto is a skinwalker who can communicate with animals and otherwise find protection. Now they're all fun to watch, as long as you recognise that they're in a trope. They're not meant to be taken seriously. But many people somehow think they are, and expect something of them that they can't deliver. Stories like that of The Lone Ranger, in the latest film of that name, should be taken as enjoyable stories, but not held to the standards of something intended to be analysed as a rational tale. Which is why I was shocked (shocked!) to see The Lone Ranger lambasted so. It's a fun superhero film. If we can enjoy Spiderman or Sherlock, why can't we enjoy this?
  2. Helm Lardar

    Superheroes and the Lone Ranger

    I am referring specifically to the latest iterations, ie the TV show 'Sherlock' and the 2013 film 'The Lone Ranger'.
  3. So what’s been happening in the fortress? Well, the military is properly up and running now, and has seen off several threats with some casualties. If a dwarven fortress is a mountain range, then a well-run military has to be one of the peaks: it requires a great deal of different mechanics to be carefully thought through and meshed together: civilian cross training with unattached pumps to get some rudimentary strength training, mining for useful minerals, smelting of ores and creation of fine weapons and armour, and of course training the squads themselves to be as useful as they can be. With that in mind, some of your dwarves are taking part in the process. Egghebrecht, for example, is the house weaponsmith, and one of his masterwork steel swords (masterwork, behind artefact, is the highest level of normally producible quality) was used to slay an exceptionally dangerous beast recently, and was thereby given the name Dolil Thukkan, the Lock of Amber. Army of One and Big Tree are both military dwarves, and some of our best fighters. Big Tree and a couple of other dwarves (including the wielder of Amberlock, Nish) slew a forgotten beast called Damid. Unfortunately, while the sword was named during the process, all three of them shortly melted afterwards. Damid had a ‘deadly gas’ attack which got under their armour and activated a few minutes after his death. While this is obviously a great pity (losing three of the force’s best fighters was an annoying blow) the subsequent success (in attacking a different forgotten beast) of the recruit team, known as The Crazed Trainees, means that they are replaceable. Though they will remain forever in our hearts, and in a pool of forgotten beast extract at the bottom of the underdar, a series of caverns that stretches below the world and is currently thickly forested. Lots of dwarves die in Dwarf Fortress, as has already been seen. It’s a pity Big Tree had it, but that’s life. Or death, if you prefer. While Big Tree melted a few seconds after killing Damid, Army of One wasn’t covered in deadly forgotten beast extract, so he went and slew a Jabberer single-handed in the caves with three strokes of his axe: one to a foot, one to a leg, and one to behead it. He might also have bit it in the chest: I can’t quite remember, but he was pretty quick with his attacks and it didn’t last long. He is my military ‘Champion’, appointed by the leading aristocrat to train all squads, not just the one he’s in. A very useful noble and fighting dwarf. For an explanation of what a Jabberer is, read on! Architect Reepicheep II as captain of the guard (best described as justice secretary) has been having a rather boring time of it. There was a murder, but for some reason he decided not to prosecute: perhaps he thought there were mitigating circumstances, or that no foul play was involved? All I know is that a dwarf was found dead, but not drained of blood, and without any recorded fights. Either he died of old age or of self-inflicted injury, but whatever the case we know it’s not a vampire, which is quite a positive. Chief Sitting Bull started his tenure as an animal trainer. Caged creatures (which are obtained through a series of traps) can be fed to gain their loyalty, and he has slowly been improving his skills in that area. Our fortress has a training programme for Keas, a type of parrot that occasionally flies by to thieve, and Rhesus Macaques, an adorable sort of monkey that produces a reasonable amount of meat and leather. We also have the more standard war dogs, which are useful for guarding the entrance from kobold thieves and goblin snatchers. However, Chief Sitting Bull had his time enlivened by a sudden mood, with which he produced an artefact rock coffer, Ancientjudged the Cross Ripper, which has a fantastic picture of a single moment in a siege (a moment I watched! Amazing!) recently, where a macedwarf (now sadly departed) decided, even though he’d just had his hip fractured, to take down a full-grown troll on his own. It was an awesome moment, and it’s such a cool thing to see captured in stone. There’s also a couple of other pictures: one of the foundation of the fortress in 257 (we’re at 265 at the moment), and another of a different troll-slaying, this time with a human shooting a troll with a crossbow. Perhaps he’s making the point that while humans mess around with crossbows, real dwarves do it up close and personal? The point is slightly spoiled by the fact that in the next siege my marksdwarves shot all the trolls instead of charging into them (there were more and I’d improved my defences), but either way the choice of imagery and the usefulness of this, despite its relatively low 40,000 value, makes this one of the best artefacts I have ever seen. Well done! Chief Sitting Bull became a legendary miner through this (making an artefact gives a big experience boost in the relevant skill). Seer, another miner, has been keeping the books. Nothing exceptional has happened, but the miners did collectively help create some tunnels to cavern edges to gain a more complete idea of the size and shape of them, as the engravers carved peep-holes into the sides once the tunnels reached the area. They also expanded the hospital from 6 beds to 16: each bedroom has a door which can be locked to prioritise the treatment of particular dwarves if necessary, or to keep one patient locked away until death in the event of serious risk (they might be a werebeast, vampire, berserk, etc). Fabis II, with the masons (and mason-mechanics, a general class of unskilled dwarves who do grunt labour like reloading cage traps, shifting stone into fortifications, and so on…Fabis is one of the most competent masons, which excuses him from mechanics duties), has been helping to massively expand the surface defences of the fortress. Along with walls that stretch almost to the edges of the map, two layers of battlements have been made, so that marksdwarves can intercept enemies both from a curtain layer of fortifications on the ground and an upper layer. This gives them maximum chance to shoot at the enemy without the enemy shooting back: a worthy improvement for the fortress as it faces larger and larger sieges of goblins. Dr Amber Pyre, high master wound dresser and diagnostician (thinking of making her Chief Medical Dwarf) has, in a stupendous twist, been working at the hospital and hauling stuff around generally. She’s the most skilled in the medical team and has helped fix up the odd dwarf injury, generally from combat. Dwarf medical treatment, while free, is not simple: dwarves with injuries constantly require evaluation and must then go through a complex series of stages for any given wound. For example, a recruit was recently lashed in the hand by a goblin with a silver scourge, causing him to temporarily lose the ability to grasp. He got to the hospital and had to be evaluated (diagnosis skill), cleaned (no skill, but soap making is a task in itself and must be done to help avoid infection), sutured three times (suturing skill, with diagnosis inbetween), have the wound dressed (dressing wounds skill), and then evaluated again before he could go. Depending on the wound, he could have also needed surgery, bone setting, being fed or watered, being given a splint, a crutch, or a cast, being secured in a traction bench, being hauled over to a table to be operated on, etc etc. It is complicated, but when it works it is beautiful, and Amber Pyre is a part of that. With Chief Sitting Bull making an awesome artefact and taking up mining, I’ve hired another trainer. Guitarguy, otherwise a legendary gem cutter and maker of Foldedache, a bracelet made from a single amethyst (it is beautiful, and pretty valuable too), isn’t employed with that work all the time so he helps with the animal training. Description of what that involves is above: I think it also includes chaining up prisoners, which is important for helping the military dwarves get trained up: live training is best training. Like I said, a mountain peak. Domesticating dragons would be another one, but you need dragons for that. Perhaps if I’m lucky I will be able to create a herd of tame jabberers, giant war birds that live in caves (think Spirit Terrorbirds, but twice the height of a human and even more beaky). Frankly, most cave creatures are tough enough to provide either really good training or pretty impressive pets, or useful siege accoutrements (blind cave ogres vs trolls, who will win?!). You know how Egghebrecht’s been making the weapons? Well, Sobend is in charge of the armoursmithing. There are 5 specifically forge related jobs: furnace operating, weaponsmithing, armouring, blacksmithing, and metalcrafting. My count (yeah, my Baron’s been promoted now) keeps mandating battleaxes, and my mayor keeps asking for mail shirts, so I’ve been making those out of steel. Conveniently, this also lets me expand the military at a fairly organic pace, so there’s that too. None of my smiths are legendary yet, but they’re training fine. Bwauder, my bone carver, hasn’t had much to do. In the past, we culled a lot of badgers that came in, so he made scepters and crowns out of them. They were all masterful or exceptional, and we sent them off to the mountainhome for the king to look at (presumably part of the reason the count was promoted from Baron). Micael Fatia has carried on with engraving masterfully, trading wonderfully, and being cool. Not much more to say there: the latest project of the engravers was of course carving the peep-holes into the caverns and engraving the tombs (there’s a big series of catacombs for this, as we have quite a few dead dwarves). KAMIL has been part of our local team of 3 brewers. He’s in the middle of the group in terms of skill, but it’s a decent job he’s doing, as an expert brewer. Dwarves don’t drink water unless they absolutely have to, ie are hospitalised, so running out of booze can mean a tantrum spiral that results in the destruction of the fortress. As such, the job is important. Most of the fortresses’ booze is wine, made from pressed plump helmets (baby’s first plant, a purple growth that produces a fresh crop underground every season and makes tons of produce as a result). We also buy in booze from the caravans that’s rum, ale and beer…and it’s possible we make some of it ourselves too, but I haven’t paid a lot of attention there. We certainly grow some of the ingredients. Human plants allow other drinks, like river spirits, sewer brew, and so on, which are surprisingly popular, while elves (hated by the dwarves, and which I so far haven’t seen on this world) grow the ‘sun berry’, which can be brewed into Sunshine, the best alcohol in the game. If you’ve read this far, please nominate a salmon to become the Count, currently Founder Cerol, the only surviving founder, a legendary miner (by hard work, not an artefact) and meeter of diplomats. You can’t nominate yourself, and you can’t nominate someone already in this fortress. The humans recently paid us a non-caravan visit, sending us their deity, a giraffe twisted into human form, to come as a diplomat. He had his guards, and although I kept my guards in the same room as the count in case of an altercation, nothing happened. He constantly made threats of torture and death, while at the same time noting that “it’s such a pleasant place you’ve carved out for yourselves”. The conversation was short, but worthwhile: seeing a giraffe demon deity first hand was something not to be missed. All deities in Dwarf Fortress are demons, I think that’s just the mechanic of it, and they lead human civilizations sometimes (it depends on the randomly generated history of the world, which I really must look into in Legends Mode, I want to know more about the Barbs of Sand all the engravers keep referencing). Although I wanted to kill the human diplomat, since they never bring anything interesting to trade and another war would be quite fun, I’ll wait until they come round again before I do that. Demons might be tougher to take down than I expect. EDIT: Dammit, I missed Dr Mitchell. Sorry about that. Would have been a perfect fit for the medical team.
  4. Helm Lardar

    Post Quest Implementation

    So I've been doing all the quests, and got the quest cape for the first time yesterday. And it's made me think about one thing in particular: post quest implementation, and why it's so variable for different series. By post quest implementation I mean what happens to fulfil the ending of a story. In a traditional book, this would be the epilogue, where you find out what happened to a few of the key characters now that the main issues of the story have been resolved. It tends to be a way for the author to tie up loose ends without having to worry about shoehorning them into earlier parts of the story, and it can also provide a helpful sense of closure to readers. In games, post quest implementation is quite different. Something like RuneScape, or any game with an open world, requires the effects of story resolution to be played out in the world after the story is over. So for example in a game like TES: Oblivion, 'Oblivion Gates' must stop appearing in the main world once the quest to stop them appearing is complete. However, some stories can be a lot more difficult to fulfil than others: frequently, stories are resolved not simply by removing a threat, but by changing what was done before. However, RuneScape and other games are not always very good at this. At the moment, I'm thinking of one particularly clear example (there are others, but this is unusually simple to explain). First, the 'Brink of Extinction' quest with the TzHaar gives a variety of good reasons not to use Tokkul, and the leader/representative of the TzHaar people says they will no longer use it as a currency, but pass it into the sacred lava. All well and good, and for a book you would be able to end it there, because since he's said it, he will surely do it. Not so in-game. Currently, TzHaar-Mej-Jeh has said they'll stop using Tokkul, but when asked to recharge a ring he gave you, says "Certainly! That'll be 50,000 Tokkul." This is problematic, particularly because updates by Jagex over the years make it very difficult to make sense of this dissonance. The only ways to acquire Tokkul, since it is bizarrely untradeable, are to kill TzHaar or acquire it from them by succeeding in battles they set up. This means that you cannot morally acquire the substance. Equally, it isn't as though Jagex couldn't solve it. A small amount of work could have seen Tokkul made newly tradeable for those who had done the quest, or had the TzHaar learn to exchange money with gems instead, or uniquely carved obsidian tokens, or whatever. But that didn't happen. RuneScape, oddly, isn't the only game that does this sort of thing. Skyrim had an issue with its main quest, which was all about stopping a dragon invasion of the world. Once you defeated the head dragon, and resolved the plot, the dragons continued to invade the world. That such a widely sold game never had such a simple change made by its developers seems bizarre. Why is it that this happens? Is it because game developers think too much like novel writers and forget that they need to tie up loose ends? Is it because those doing the quest don't think further than the quest, and see it as an isolated instance in what is in reality an open world? Maybe they just forget about the area, because they aren't developing content for it? Or perhaps it's because they feel too stretched for time and resources to make that change, when it would appear to be one of the easiest ways to make the impact of the story known. I don't know. But it's a shame post quest implementation is so often weak. Jagex can do post quest implementation well: The World Wakes has been managed admirably. But it's a shame that this is the exception, not the rule. Why is it sometimes done so poorly, when it can be done so well?
  5. Helm Lardar

    Leaving drop party and lottery

    Thanks for the drop party, sorry to see you go, but thanks for your generosity.
  6. Edit: panic over! The new Q&A, set up in the 'power to the players' section of the RSOF, has mandated that 'Within the Light' will be a requirement to access some of the city, with access to more of the city coming after another Grandmaster Quest. Which will be released soonish. Like Priffidinas was. MEP2 was released in 2005. Just think about that. It will probably take 9 years to reach MEP3, the new quest's 'working title'. http://services.rune... -Mod Balance Screw. That. This is a repost from reddit because I think it's essential in understanding the poll. Elf City, apparently, doesn't require quests. So, uhh, all the stuff you did to get to the forest? Meaningless. Not cool, Jagex. I don't even play any more and somehow the thing that annoys me the most turns out to be this.
  7. Probably. I think that sort of thing is going to feel inherently unfair, because any other skill check is generally 'you have the skill, you succeed'. Making these things based on weight alone (and making that obvious) would allow you to keep the fun mechanics these obstacles introduce (some falling can give tension, a lack of gear also furthers that) while avoiding endlessly frustrating certain players. It's not unusual for a quest to be significantly worsened by agility obstacles that are easily failed at the required level (ROTM's Kethsi, MEP2's broken gap, Underground Pass's cavern of cages, that Fremmenik thing with the water...) Also, I now remember enjoying Underground Pass quite a lot. Not sure why I said it was just good. It was really good. Like, they absolutely nailed the atmosphere in that quest, seriously. It wasn't as good as finding Meiyerditch (seriously, a maze city? *awesome*) or WGS or TWW, but it was probably the best quest I'd ever done at the time I did it.
  8. I enjoyed Underground Pass, though I probably wouldn't have if it hadn't been hyped up as "the quest everyone hates". It was good, but not incredible. The worst quests of all time are the first 2 myreque ones. Glad you guys are also annoyed.
  9. Helm Lardar

    The Truth is stranger than fiction

    At this point in time, I'm studying history at university. Yay! History is great, and often it's really great because, well, it's like a fantasy novel, but (a) real and (b) much more fleshed out. I was just reading a journal article on porcelain, and this popped out: Robert Finlay, 'The Pilgrim Art: the Culture of Porcelain in World History Also, sorry I didn't pop into the Canting festival thing. I didn't realise when it was when I should have done, and it would have been nice to see you all, so yeah. I've quit runescape generally, but sorry about that. Oh, and I quit that because it was (a) too expensive for what I got, especially compared to the value from one-time game purchases such as FTL or Splinter Cell: Chaos Theory, or even free games like Space Station 13 and Dwarf Fortress, (b) very grindy, but you guys know that, and © had very little new content I was actually interested in: notably, a massive lack of quests -I had 1 quest to go when I quit-, and all the fancy stuff was for higher levels than me.
  10. I've recently been playing Space Station 13, and I thought I'd post my first impressions. Space Station 13 is a (free) multiplayer online role playing game in which you work with lots of other people to run a Space Station, protecting it from disasters (not very successfully) and making interesting things happen. It's a bit different from a lot of games. Graphics isn't the focus (as with many good games) and it's presented in a simplistic RPG-maker style. The platform, BYOND, is fairly unheard of, and not that great, but the only possible way to play it. Role playing, as I mentioned earlier, is not optional: it's enforced. Multiplayer means just that: people have to, and are expected, to work together. And the amount of different jobs in the station is fairly staggering: here, have a look at a list. The first 3 of those blocks of jobs are absolutely essential: you'll need at least one of each, and with a few (like security) several. Many of them work best in pairs, and some are distinctly harder than others. You are encouraged to start in the 4th block of non essential civilians before trying other jobs, so that you can be competent when you take up a proper job: because in most jobs, you are expected to be just that. All in all, this gives a very different feel to the game than most: you genuinely take up the role you're given and grasp it with both horns, because to do anything else is to not only let yourself down but to let your fellow space explorers down too. I should mention that lots of different things can happen: electrical storms, xenomorphs, traitors, revolutionaries, changelings, etc etc, often together. I've tried 3 seperate careers so far on different shifts (which can last from 30 minutes to 3 hours and end with somebody sending for the emergency shuttle and not recalling it in time). Here are my impressions of each: Cargo Technician is as lowly a job as you can realistically get. You're part of a big team that takes in orders from a console (or from people at the desk), hauls crates from the warehouse to a shuttle that docks periodically, and takes items from the shuttle to the warehouse, before loading them onto robots that take them to different departments (robotics might be sent a shipment of metal and glass, for example). You also need to check that shipments are accurate: if they aren't, you can send them back for a refund and points (which are also gained by shipping plasma away) These points are used to order more stuff. You report to the quartermaster, and you tend to work closely with the mining department. It's a fun job initially, and easy to pick up, but it gets a bit slow after a while as fewer people have the time to make orders and the ship becomes increasingly self sufficient. A great way to start work, but a bit stale after a while. Chemist is similairly easy, but nonetheless fun. You're given a chemical dispenser and chemicals packager and work in a small office, making things people might need. Periodically, different staff come by the desk and ask for various solutions which are important in their work. Medicine are frequently requesting complicated stuff, but you'll also get lots of technicians requiring acid, and stuff in between. It's good fun, and initially extremely busy, but if you can't keep up it's easy for people to stop bothering you and for things to become very quiet indeed (or for them to demand entrance to the office and just start making the chems themselves). Overall, it's a step up and it's slightly more fun than cargo tech: you get a deal of entertainment from being at the entrance to the med bay, and people will occasionally ask for medical help and so on. Roboticist is, I've found, a great deal more fun! You do lots of things in this role: maintain cyborgs, create cyborgs, build mechs, and build bots. Several people always queue up to have their brain removed and put in a man-machine interface, so that they can then be placed into a robot body (which you also queue up to be made). This job revolves between surgery for cyborgs, surgery on humans, building big mechs, and complaining to research and development that they haven't got you your circuit boards yet. I found myself striving to create a ripley (a big mining mech) but always hampered by this problem, but I'm sure I'll get there eventually. The constant brain removal was a little grimdark, but very fun. Overall, the game is excellent and able to be played by players of almost any skill. It increases in fun as things get more challenging, and there's a lot going for a game in which role playing is enforced and jobs are genuinely specialised. For my taste, most rounds end too early to have as much fun as I'd like and to get as far as possible with the station, so I think banning the escape shuttle (if such a thing were possible) might make it much more entertaining. However, with what it is Space Station 13 makes for a fantastic game: one you should all check out!
  11. It is complex, but it probably wouldn't be fun if it wasn't.
  12. @Sobend: Heh, I had to pick somebody. I said last time I'd put anyone who visited into these posts, even if they didn't comment, for the sake of fun. I hope you're OK with being involved: please vote for the count to be nicknamed after a salmon not currently in the fort! @Micael Fatia: it is a fun game, worth a go. There's a lot of variety which makes it particularly good for the Let's Play format. @Reepicheep: Thank you! I'm sorry it wasn't clear that I'm looking for a different character (the Count's dwarf is fixed, and it would be weird to transfer a name between dwarves), but I'm glad it is now. Since there's no way I can just pick between Yuanarang and Lilshu, THE SALMON WHO IS TO BECOME COUNT (which is largely a symbolic position) MUST HAVE MORE VOTES THAN ANY OTHER CONTENDER. I'll cast my vote for Merch Gwyar.
  13. Is curry a 'thing' in the US?f

    1. Show previous comments  3 more
    2. Sobend


      Yeah but its not huge

    3. Adam?


      guys americans are so fat

    4. Fox Totem

      Fox Totem

      I used to think that curry originated in the Americas. aka chili. Though India may be the biggest producer of chili these days, I am told that curry can be made of any number of spices

  14. Those of you who wanted another Dwarf Fortress story may have wondered why I didn't post another. My excuse is that they take a while to write, you have to constantly think about pasting screenshots into a word document while you're playing, and I am perhaps a bit too lazy to do it. I can, however, give you a running idea of what those of you who signed up for a dwarf nicknamed after you did in Guisemined (Rurustavuz). Reepicheep died (but you knew that), because a bunch of undead goblins, humans, and dwarves mobbed him. Later, a vampire migrant came out with a spear and killed them, one by one, because zombies ignore vampires (they're both night creatures, so they assume they're friendly). Fabis was killed indirectly. A little context is needed before an explanation makes sense: a while ago, a weretapir came across my fortress and attacked a few people. One of them survived, and was locked away in a room to be my bookkeeper (noble in charge of keeping a record of stocks). He spent his days transforming, drinking booze, and updating the records at his desk. One day, he escaped through two sets of locked doors (probably because he somehow came up with the idea, while in Tapir form, of breaking them down). He then went on a rampage and killed several people before being shot down by one of my fortress guard, a chap with a crossbow who gave him a few good bolts to the body and then, when he transformed back into a dwarf, shot him again a few times until he died. The other dwarves weren't happy about this murder (this is known as a 'loyalty cascade', when your military unintentionally kills someone in their own faction and is thereby declared a 'hostile'), and the offender was shot down by other marksdwarves. I believe Fabis was one of those injured by the crazed bookkeeper, but rather than hulking out himself, he simply died of his wounds in the hospital: not because of blood loss or poor surgery, but because he got infected. After that, I stocked some soap there (soap is surprisingly complicated to make, which is why it wasn't there before). Micael Fatia has gone from strength to strength. She (the dwarf is female) has become a legendary engraver, and constantly makes masterful engravings of different stuff. Having a well engraved room makes dwarves happy, so she is an important part of the fort. She's also the broker (noble in charge of assessing the value of everything in the fortress and trading). Caravans of human and dwarf traders come along, and she gives them old clothes, well-prepared food (which is ridiculously valuable) and bits of metalcrafting in return for large wicker bins full of leather, massive piles of meat, the odd interesting drink, and all the merchants' gems, metal bars, and so on. However, until recently she wasn't a good trader because she had a 'very trusting' personality. This meant she wasn't even a 'novice' at the 'judge of intent' skill, which tells you how keen the traders are (it's possible to offend them by offering bad deals to the point where they won't trade, but if you can make them happy they'll accept generally worse deals...but they still need to make a decent profit). In the last trade, she at last become a novice in the skill, which has all the benefits as regards trading. This makes her replacement as broker entirely unnecessary, which is nice because I didn't really want to replace a nicknamed dwarf. She is one of the most useful citizens in Guisemined and has a personal war dog assigned. Tigerwing was organizing the militia, and acted as commander for a good while. He worked out a system of chaining up caged prisoners for target practice (a little inhumane, but for context these were thieves, spies, and child snatchers, along with good old-fashioned invaders/ambushers). This trained up his marksdwarf squad, "The Stoked Vestibules", and has made them all very good at shooting enemies: a relatively recent undead siege saw them calmly line up on the battlements and take out almost every single undead (once there were about 5/40-60 left, I sent out the hammer and axe dwarves). Tigerwing also commissioned 4 more squads with 3 dwarves each, who wear some of the fortresses' newly produced steel goods (generally speaking, steel mail and weapon, the rest is iron with leather leggings). They've trained up nicely (having everyone operate pumps in a 'dwarven gym' to become exceptionally strong beforehand was a very good idea) and fight very well indeed, dealing with several goblin ambushes and even a recent goblin incursion into the heart of the fort itself very respectably. So far they've taken a couple of losses, but do well regardless. It's a pity there isn't a better stocks screen for assessing what armour we do and don't have. Sadly, Tigerwing suffocated after being shot in the lungs in a recent ambush, so it seems he's dead too. A pity, but he's set up a military (well, I did, but I'll credit the militia commander) that will endure mightily. Other objects of note: Guisemined recently became a barony, and the only member of the seven founding dwarves to still be alive, Cerol, has become the Baron. He's a legendary miner, but I've retired him from all labours. The baron doesn't do a lot: back in the day, he used to start the 'dwarven economy', where dwarves were divided into social classes, shops were built, and everyone had to pay for what they wanted (apart from nobles), but because that was horribly broken it's been temporarily removed. Dwarves now permanently live in a socialist commune, which is...fine. The baron's only function, therefore, is to enjoy himself, participate in labours assigned (which he didn't do back when he did the economy), and appoint a 'champion', a secondary noble who trains the military (so you want to appoint a dwarf who has high skills and is good at teaching). Cerol has been given a set of beautiful rooms, as befits his position, and should be very happy (I want a count and duke to come in the course of time). At the time he was recommended to the liaison (a diplomat from the mountainhomes who manages things) he was outside and got ambushed by goblins: I feared for his life, but like the badass he is he fought them off with his pickaxe (this is a dwarf with no normal military skill at all) and gave himself time to allow the military to show up and bash all the gobbos in. They were delayed by various situations, but Cerol got away with mild bruising, which will heal in time (unlike the goblins...you can imagine the damage a pickaxe can do to a goblin body if used by a legendary miner). From now on, I am going to nickname people from Sal's anyway, regardless of whether they comment or not. If it causes offence (I probably won't put Merch Gwyar into the squad that regularly violates the Geneva Convention), I can withdraw nicknames...but it should be fun! Having said that, if you want in say so! It's boring to have so few people nicknamed after epic dwarves.
  15. You've got a new dwarf, who is a legendary mason. Made an artefact called 'The Incidental Inch', which is pretty cool (though a bit similar to your last chap). Incidentally, I was browsing some of Micael Fatia's engravings in the Baron's Throne Room, and I noticed that there was an image of your promotion to Mayor. Mayors do several things: they meet with diplomats, console unhappy dwarves, mandate the production of certain goods, ban the export of others, and demand several nice rooms for the privilege. They are elected, which means the mayor frequently changes to the dwarf with the most friends (this is good, because it means you get a dwarf with social skills, which means they are good at consoling people who have lost relatives or whatever). I'd forgotten you were ever mayor, but I hope it shows your dwarf wasn't entirely boring.
  16. Okay then: Architect Reepicheep, Captain of the Guard (note that this is a separate position from Militia Commander, and the cotg doesn't fight-he's far too important!).
  17. Sure, the new rules for new characters are: * If you died, please request it. * If you visited the blog since Dwarf Fortress started happening here, have a dwarf on me.
  18. This is me playing a game, dwarf fortress, and reporting what happens. Dwarf Fortress is a management game, and individual dwarves can be nicknamed, so instead of being displayed as Cerol Ducimalak, a dwarf could be nicknamed 'Sobend' Ducimalak. If by 'roleplaying' you mean 'are you making this up': no. Dwarf Fortress is very good at creating emergent narratives. The only bit I 'made up' is the idea that Tigerwing's dwarf as Militia Commander created the structure of the military system on his own. The dwarf on its own did, however, keep dwarves training, issue appropriate orders, and kill quite a lot of goblins once directed to their general area.
  19. Since Reepicheep died almost immediately, I though I'd post the account as a sort of short story. If you're interested in stories involving a dwarf nicknamed after you (if I can get enough Sals people it will read a lot better), post a comment saying so. See the previous blog post. Practically everything in the story is present in Dwarf Fortress, as it is strong in what trendy people call 'emergent narrative'. What's not there is a conversation engine or (for example) drinking from gold goblets. I've made gold goblets in the fortress, and all the dwarves (including children and babies) drink booze, but they haven't put two and two together. Combat details are fairly accurate, but I didn't take a blow-by-blow screenshot, annoyingly. Injuries can run from individual teeth, fingers, and toes to larger areas like guts, right thigh, left shoulder, major organs etc. The older dwarf carefully took two finely crafted gold goblets and set them before the child, before reaching for the barrel of wine. Pouring two generous cupfuls, both dwarves drank long and deep. The child began to recline in his seat, and the older dwarf, glancing around the superb dining room, began to speak. “Since you have requested it, I will tell you the tale of Reepicheep, one of our champions in Guisemined, a hammerer and a hammer lord, slayer of werebeasts and undead. Reepicheep arose from the humble position of fish dissector. Our overseer and expedition leader was keen to have him enter a contraption of his that he called the ‘danger room’. Reepicheep was not a bold man, but he felt it reasonable to obey the overseer’s request. This dangerous room was a somewhat fearful contraption, with ten wooden spears fixed up to a single lever. Reepicheep would be locked in for hours at a time and forced to dodge, block, and take the brunt of the blows from these spears at an astonishing rate, all while supposedly performing individual combat drills. Hard as this was, Reepicheep had no choice. As we dwarfs say, with stout work comes sustenance, and he was soon-much sooner than many had expected-superb at wielding his fresh-forged hammer and blocking many a blow with his gem-encrusted armour, delivered as a gift from the mountainhomes.” “A gift? I did not know the mountainhome gave those.” commented the child. “No, and perhaps it was in truth stolen, but that does not greatly matter. The mountainhome continues to send traders, and the armour was extremely useful. I believe the overseer has plans to give some goods back one day, but I do not know when. In any case, Reepicheep became phenomenally useful. Promoted to the position of hammerer (who, as you well know, is in charge of distributing punishment) and militia captain of his own, personal squad of one, he became known as a hammer lord. Reepicheep was used many times to deal with threats to the fortress: goblin snatchers, kobold thieves, and even werebeasts who invaded, all to great success. Such things threaten the fort and threaten us all.” “So what happened? I have seen his memorial slab in the catacombs. Lover of rings, it says. Inkyair the Ace Brim of Fortifying. Slayer of two well known undead goblins…though how a goblin zombie can be that well known, I don’t know. How could a zombie kill him? How did he depart?” “Sometimes, child, dwarfs receive messages from Armok, our god. They are short, and to the point: occasionally they celebrate victory, but more often they are portents of danger or foreboding. Armok is fickle and desires amusement, so perhaps that explains his message.” “What message?” “ ‘The dead walk. Hide while you still can!’. And then a horrible laugh. Well, Reepicheep took no offence from that, and nor did anyone; Armok is as Armok does: we are his slaves, and he is a god of blood. The bold dwarf marched forth as all elsewhere burrowed down into the fortress proper, raised the bridges behind him, and prepared lest any of the zombies somehow get through. Reepicheep quickly entered into a martial trance. He appeared as a whirlwind of iron, crashing through the battlefield that had been created, swinging the hammer –which he had created himself- to and fro, breaking hips, legs, arms, ribs, skulls, hands, feet, knocking a tooth out there, smashing his shield into a gut here. A hammer lord is said to be deadly in combat, and those who peeped over the battlements of our fortress report seeing that he was incredibly thorough in his kills. It is not unknown for a hammerer to break every bone in the body before he kills his victim.” The child shuddered. “Come! You are eleven, and when you come of age at twelve you should know that the price for murder is grim. Be thankful we have had such protectors. As I was saying, he was a titan of destruction. But they were too much for him. Horde upon horde of zombie presents a unique challenge to the challenger. Each component of the army is weak, but together they are astonishingly numerous. Zombies jumped onto Reepicheep faster than he could destroy them. Eventually, one shattered his thigh with a superb kick, and he lost the agility that was a part of his strength. With this chink in his defences made, they pinned him down and killed him.”
  20. Yeah, it was pretty embarrassing that you died minutes after I nicknamed you in the game. Oh, and the memorial slab should say 'Reepicheep' instead of 'Hammer Bembul', but it don't. Some sort of bug.
  21. Here's what would happen: You guys would comment, saying "I want my name to be the nickname of a dwarf that does X". I would go through the dorfs, nickname them after anyone who commented (significant dorfs, first, others later). I would then play the game, and post updates on anything significant, obviously including anything significant done by a nicknamed dorf. For the most awesome example of how this can turn out, see the SomethingAwful lets's plays, like Boatmurdered, Gemclod, Bronzestabbed, Headshoots, etc etc. I'm currently playing a fortress called Guisemined. If you don't know what Dwarf Fortress is, think "Rollercoaster Tycoon, but in ASCII, with dwarves in a randomly generated fantasy world, and much more complicated". As an example of how the fortress is going, we've endured multiple recent ambushes and small flooding problem, but the legendary hammerdwarf has made short work of the underground shale fortress and the location in general is expanding smoothly. It's fun! If you're interested (or just want to see what a sample post would look like) post, giving a nickname (I'd expect your Sals name), and a profession range (there are lots of jobs, but they fall into the categories of Noble, Soldier, Miner, Woodworker, Stoneworker, Ranger, Doctor, Farmer, Fisher, Metalsmith, Jeweller, Crafter, Mechanic, and Peasant Hauler). Or, you can give a migration wave number. And you can give a gender you'd like to be too if you want! I can't promise to honour any of these choices, but I'll try not to ignore them. Please be interested.
  22. Helm Lardar

    Dwarf Fortress: Anyone interested in some posts about this?

    No mages in fortress mode (apart from necromancers outside), but I'll put you in a noble position. Since a lot of them could be pretty boring, you can be our resident historian, 'Micael Fatia' Uzolakrul. She's the fortresses' only permitted engraver (basically so she'll start making masterpieces faster), the fortresses' broker (in charge of valuing everything in the fort, providing assessments of our wealth/income/exports and dealing with traders) and is 47. Your dorf is married with 5 children, and recently engraved your first masterpiece (the highest level of quality below artifacts...an artifact can only be made once by any dwarf and takes some time to complete), which was rather amusingly all about the removal of the previous broker!
  23. Helm Lardar

    Dwarf Fortress: Anyone interested in some posts about this?

    Excellent! I'm glad you're picking different professional groups, as there's rarely more than one interesting dorf per 'genre' of jobs. Since you asked first, you can be 'Reepicheep' (formerly 'Hammer Bembul') Likotzafal Alakkakdal Dumed. While that sounds awesome in dwarfish, it means 'Inkyair the Ace Brim of Fortifying'. Make of that what you will. You (or rather your dorf) are 44, and legendary at hammerdwarfing (you're also the fortress hammerer, a noble position), shield using, and fighting generally. Equipped with an iron hammer you forged yourself (and a lot of armour, all of it stolen), you have 13 notable kills and 8 other kills. In case you're wondering how this one dwarf is so powerful, it's because I used an exploit known as the 'danger' room: I sat you on a tile with 10 wooden training spears and got a dwarf to pull a connected lever back and forth until you were very powerful. This is because I'm bad at the military side of the game and tend to just lose dorfs. If you don't like this, feel free to request another profession, but you're the only danger-roomed dorf and I think it's a pretty cool position to be in. In your last exploit, you confronted a weretapir with long sandy hair, and although he initially knocked you over, he turned into a human. You knocked the teeth out of the human, gave him multiple fractures, and then killed him. It was good work in a dangerous situation.
  24. Helm Lardar

    Dwarf Fortress: Anyone interested in some posts about this?

    The learning curve isn't that bad once you've accepted you'll spend about 10 hours on youtube. After a few hours, you've learned the basic tools to teach yourself anything you don't know about the game, and you can get playing. You're now dorfed as 'Fabis' Vucartinoth, my only legendary carpenter. To give you a fun bit of narrative: your dorf is 42 (I can upload the thoughts screen if you want, there's a lot of info) and made an artifact, Babaved Angatir, Petclobbered the Red Dyes, an ashen bucket worth 4800 (not great, but an artifact nonetheless). It's used for the well.
  25. I'm doing this for my own purposes and for a sort of 'archive' ideal. I don't know if it's useful or necessary. Some of the answers are unclear enough to need the corresponding questions, but a lot of them aren't. If they have a question before them, they will start with a -dash before the answering mod's name. I hope this is useful. Please comment if you think which comment a question is answering is unclear, or if you believe an answer/question to be in the wrong category. Because Reddit's sorting algorithm doesn't necessarily give you a neat list of questions and answers, I think something like this can be handy. Also, it's hard to search for a reddit thread sometimes-this solves that problem too. About release day and other fixes: Ana: The most [hotfixes] we've done over the last two days are the changes to enriched wisps - these were spawning rather more often than we had intended, and it was possible to exploit their random spawns by hopping worlds. We also hotfixed out being able to spam click wisps for faster memories (sorry). Hew: [on reclicking (?) and why it was hotfixed] Although we like to reward effort, we want to do so in ways that make things more interesting rather than those that simply add click intensity. Divination is intended to be the kind of skill that lets you chat with other players (or even watch some TV if you like), and that breaks down as soon as we allow unintended better XP because everyone will feel compelled to do it. Ana: they weren't intended ways of training. I can more than understand your reasoning that more effort = more XP but we incorporated other features for this (enriched wisps without world hopping and chronicle fragments). I can only apologise that these things were discovered and hotfixed after release, as they shouldn't have been part of the skill. Q: Also, can I suggest making something like a Portent of Ignore, that makes banners and avatars silent, invisible, and inherently non-clickable. -Hew: Ana has changed things so that you can't put clan banners down too close to the crater, but followers and avatars are technically much harder to change so we'll have to look carefully about what we want to do there. Ana: I think on release we are happy with the amount of content in the skill - it's supposed to be a gathering skill so we didn't aim for it to have the complexity of Dungeoneering, for example. It's also worth considering that other skills have had years of content added to them - something we hope to do with Divination in the future, so I'd really hope you can expect to see more ways of training down the line :). Q: Is it a current bug that you gain so many enriched orbs at the start of a new area? It seems to drastically drop down to almost zero per inventory the next level and then picks itself back up. -Ana: The enriched memories from wisps are given at random. Your chance to get them goes up as you increase your level within the tier (a tier being level 20-29, for example) - then when you move on to the next tier it drops down again. We've seen some similar feedback on the forums so we have been double checking that this is the case! About the skill generally: Ana: When you get a chronicle fragment it does actually only appear to you for a while, before everyone else can see it. This isn't very obvious - I think we may be adding a message for it in the near future, much like you get with birds' nests when Woodcutting. Hew: Chronicles are person-specific: you can only see somebody else's fragment after they have had a good chance to get it themselves. The social focus of the skill is that enriched springs stay longer with more players, and that generally the core springs aren't competitive. The situation where you could 'share' chronicle fragments wasn't intended, it throws the balancing off and doesn't make much sense considering what the fragments are. Ana: the locations of the wisps. I'd have to say it was mostly a case of finding empty spaces on the world map. We also put consideration into where lower level players may be, where higher level players may be, etc - as well as finding places that weren't quest locked or had other high skill requirements. We did actually consider a Wilderness wisp colony, but we didn't want to close anything off to non-PVPers. There's only one colony per tier and putting one in the Wilderness would be a serious barrier for a lot of players. Hew: we were really hoping that the colonies/craters would be a nice chance for a chat, like some of the older skills. Hew: I think it's a shame people see Divination [as RuneSpan 2.0]. RuneSpan is great content but it's not something we're going to be building into future updates, like we do the skills. Divination is the start of whole new things, and I'm looking forward to seeing all the stuff we can add to it, in ways that a minigame just doesn't support. Hew: We're happy with the Divination that appears in Dungeoneering at the moment; perhaps it's something we'll take another look at later. I wouldn't bind signs: although they're not immediately consumable they're still the sort of thing you'd use up sooner or later. Ana: The XP rates are actually pretty close to what we had planned, so from our side we are happy. We needed to leave a 'gap' for future content such as minigames, distractions and diversions, quest rewards, XP boosting items etc so the rates are deliberately a bit slow. If we started with them being higher, then the skill would become very easy quite quickly. About the developement: Hew: There were loads of aims. Among my top ones: Simple, old-school gathering skill, more like Fishing or Woodcutting than Summoning or Dungeoneering Non-competitive: positively social where possible A 'free' training option, with no waste products you didn't want to make Tie-in with the new age and the evolving story of RS Note that these aren't all goals we set ourselves: many of them came down from Mod Mark. There are always things I wish we'd had more time for, but I'm happy with the results. It's changed a lot as we went along, but it's difficult to point at any version and call it the 'original design'. At one point it was something completely different, and you can now look forward to that as part of the next skill. Main challenges were big design questions about exactly how we manage the stuff above and fit it all in with the way the game works. We had to ditch a lot of ideas for reward/product objects because they'd ruin something or other. We also had to think carefully about this skill was different to previous ones, because while it's always tempting to fall back on 'well Mining does it like this' but some of the things Mining does were ones we didn't want to replicate. Ana: That's a really interesting question. We went through a really, really long design stage for Divination. I remember we thought transmutation would be a much larger part of the skill than it is now. We had all sorts of ideas for it, and they just didn't work out. We also had some ideas that when training you'd have to put more effort into finding wisps - so you'd have to track them across the world, but it was decided that this would be pretty tedious for a full skill from 1-99. There was also mention of wisps in crowns, which I think Mod Avatar is still determined to get in game! Ana: I've been working on the skill since the release of The World Wakes at the beginning of March. The design of Divination actually started before that (February or perhaps even January) but other mods were working on it at that point. The XP rates weren't changed or adjusted in the run up to release. I'm afraid I don't really know any more about them being different on the wiki - just that nothing changed from our side. Ana: I think I've said elsewhere that the skill was in development from February/March this year. It was talked about a lot before that but didn't actually start production until then. I'd agree that the training areas are all very similar so I can understand why it would look like it wasn't a lot of effort! I think we spent the most time on design - this project had a massive design phase when compared to others. We knew it would be a high profile, important and much-anticipated release so we spent a long time just to get everything how we wanted it to be. There's also a lot of behind the scenes stuff which you wouldn't automatically think of - for example adding Divination to loads of interfaces and systems which show and use all the skill information. Ana: The skill hasn't been in development for 3 years. It's been in development since about February this year :). Divination was intended to be a simple skill - it's a gathering skill, like Woodcutting or Fishing. Dungeoneering is a very different skill to compare it to - and we were never aiming for that level of complexity. Also, I think it's worth bearing in mind that all the other skills have had years of additional content added on to them - which Divination hasn't had yet. The most effective way of training is converting memories into XP (of course there are boons and enriched wisps and enhanced XP that allow for more effective ways within that - but basically you want to gather memories and convert them into XP if you want to train the skill). The items are there as 'rewards' - you don't get much XP for making them but they should be useful elsewhere. If you're only interested in XP then there's no reason to make the items other than the boons. It is planned that the energy from Divination will be used in the next skill. Ana: The biggest challenge was probably the design - there were a lot of people involved because it's such a large project, and we spent a lot of time making sure everyone was happy. It was also very difficult designing a new skill that would fit into a 12 year old game with so much content in it already. About orb colours and other graphics: Ana: There aren't any plans [to change orb colours] at the moment. It was something we discussed during development and internal feedback - but as there are 12 tiers it's difficult to get 12 obviously different colours and it was anticipated that it might look a bit odd. In the end it was determined it would be better to differentiate them with size and shinyness, rather than colour. Ana: There are no plans to change the springs currently. If we get a lot of feedback on it then we'd obviously look into changing it :). Q: Why do all tiers have the exact same graphics/colors/animations as the previous camp? -Hew: It would be nice if I had a graphics person here, but the principles are that: The animations are consistent, because they represent roughly the same thing each time. There's also a steady progression of models that look similar but gradually get more complicated, because they represent more complicated versions of a similar thing. The colours do vary, but they're similar because it was hard to get a range that would make wisps clearly relate to one another while also fitting in with the game world. There's a lot of things to consider when choosing colours and making the graphics for things like this, and we had lots of thought and lots of discussion. The cheap/rushed version could have clashed with things, been ugly, been hard to see or loads of other problems. Hew: We thought long and hard about the colours and had lots of discussion about it with the artists. They're different because they have quite different requirements: the wisps are shades of blue because it goes well in lots of different terrains, without colour-blindness problems, while the energy varies more because you have more chance to need to see the difference of multiple kinds together. About related quests/lore: Q: Will there be any major quests to go along with div in the near future? because I feel like it needs it own story. -Ana: I hope so! Perhaps Mod Hew would be able to say more on this one, but there is certainly some underlying story to Divination which I really hope will be explored in the future. Q: When i train divination what exactly am i doing lore wise am i gathering guhtix memories or energry from his barrier? 2 if the answer to the above is guthix memories then why dont really learn anymore about the history of guthix like with the spring event. -Ana: May in the skill hub has some dialogue about this if you want to get more information, but I'll try and summarise :). When Guthix died, his energy spread across the world. The edict 'shield' around Gielinor collapsed, and the power from this fused with Guthix's residual energy to become the wisps. When you gather from the wisps you are getting memories (Guthix's) and energy (edict shield power). Separately, the battle of Lumbridge has disrupted the life force of Gielinor - and the energy rifts around the world are a result of this. The memories you are gathering are made of the same 'force' (as Guthix drew his force from the earth) so by returning the memories to the rifts you are essentially 'healing' the world. For the second part of 1 - This is something we considered during development. It was kind of decided that lore should be kept somewhat separate from the training of a skill. If you want to just train and get XP then getting story bits pop up all the time would be really very annoying - especially considering the time it takes to level up to 99. That's why we tried to incorporate it with the chronicles, and hopefully it can be explored with future content too! Q: Why can we only have ten chronicle fragments what is up with the messages we get while hand them in and why not just give us more guthix story? -Ana: The reason for having a maximum of 10 chronicle fragments is to encourage you to hand them in rather than hoarding them. The messages are deliberately vague because once you've handed them in a few times, we anticipated many people would stop reading them and we didn't want those people to miss out on important story progression. Q: where do the memories go when you put them in the energy rift -Hew: Back to the world spirit (Anima Mundi, whatever you want to call it), which/who is very grateful. Ana: I mentioned this somewhere else on the thread - but the reason [chronicle fragments] are short little proverbs is because we anticipated that players who just want to train to 99 are going to see a lot of them. If they were longer people would probably get bored or annoyed feeling they were forced to read them every time and we wanted to avoid that. Q: Did Naragi diviners train divination? -Ana: I wouldn't have thought so - as the Divination we know is only possible due to Guthix's death, and the events of the Sixth Age :). That is an interesting connection though - perhaps something we could use later on! About the economy: Q: However, with the Sign of the Porter and a Pak Yak, players are able to hold up to 88 items before banking. How do you see this affecting the economy? -Hew: Bank runs are pretty quick these days, so the economic impact of the extra inventory space should be relatively small. Porter also isn't free to make, so players will make their own decisions about which commodities are worth teleporting and which aren't. Another thing we discussed was whether we wanted to change the flow of gathering so dramatically: I wanted to make the change but was a little afraid of it, but Mod Mark was happy to give players that option and so we did. Hew: At the moment we're happy that the value of transmutations will change over time with the market. It's more of a convenience feature than a direct money-maker, although there'll be times when it'll turn a profit in the right market (and if you're watching it so closely it sounds like you'll be ready). About the companion skill and the future generally: Hew: The new skill will use energy, but also plenty of other things. There might be some features where a Divination level is an advantage. So mechanically, there'll be that kind of link. But from a lore/narrative perspective but they won't line up like Mining and Smithing: it'll be a slightly more complicated relationship and I hope we can tell some interesting stories there. Hew: 'Two weeks' [until the use of xp lamps] has been mentioned a couple of times, but I don't think that's a final decision. I'd expect more like a month. Hew: We're not planning to change XP rates. To provide a decent high-score race of the kind that lots of players like and to give you a good feeling of continual improvement we made it the kind of thing you can't just burn through in short time. Q: Will the rewards improve? -Ana:It's still very early days, and I'm getting the feeling from the forums that the rewards haven't really been explored that much yet so hopefully people will find their intended uses :). Other than that, we're always watching feedback so if rewards are clearly under-used then that's something we'll look into - but I think it's worth waiting a while for the skill to 'settle in' first, rather than making knee-jerk changes. [Explaining 'intended uses'] Well, what I was mostly thinking of was divine locations. I've seen some feedback on the forums where people are making them, and thinking that's their daily use of divine locations up - when you can harvest from other people's in addition to that, to get a lot more resources. I also think that the Signs of the Porter may be prove to be more useful than feedback would currently indicate - especially at the higher levels when they teleport more items. In general, I think a lot of people are wrapped up in training at the moment so I'm hoping when that has died down we'll see more feedback about the rewards too :). Q: Clan citadel divination? -Hew: Not yet. We'll wait until there's some more work on Clan Citadels: we'd like to get more people using them but there's lots we'd like to do this year and next, so I don't know when that will be. Hew: The idea of transmuting 'backwards' is really interesting; I like that. We might be able to do some cool stuff with that. When Mod Avatar originally came up with the idea (or a slightly different idea, which I stole and changed) he was thinking of transmuting across, and I'm looking forward to doing something with that too. At the moment there's a deliberate choice between portents of restoration and food. While it's possible that we could make new versions with other thresholds (or change the thresholds in certain level bands) we'd only do so if it didn't make the items too complicated and confusing. Some recipes would be dangerous: I agree with your example. Maybe they're all dangerous, and I'd check before we decided to do any of them. But there are things here and there that might benefit from players being able to even them up a little... Q: Will there be any more skills with similar combinations? -Ana: I'm not really sure, to be honest (perhaps Mod Hew would be better to answer this one?). With Divination we had the challenge of releasing a 'supporting' skill to a skill that doesn't exist yet, so we needed to make it a supporting skill to existing skills, too. This challenge won't come with the next skill as Divination will already be out, but I don't think that would mean it would ignore other skills, either. Sorry, slightly vague answer :). Q: Is there any chance that the wisps will last longer in the future? -Ana: There aren't any plans to do this currently. Q: Is there a chance for multiple enriched springs to spawn in the future or last longer? -Ana: Again, there aren't any plans for this currently. The enriched springs will last longer based on how many people are on them. When you interact with an enriched spring, if you have any memories in your inventory it will consume one and give you an enriched memory automatically. This causes the enriched spring to last longer. Each player can only do this once, and the enriched spring does have a maximum duration (after 4 players have donated to it). If it's only you on the enriched spring it really won't last very long, but if 4 players have donated to it then it will last much longer :). Q: add a couple of lines of code to allow Max to say random things? I've seen no end of players slandering him in front of his face- would be funny if he called everyone noobs ;) -Ana:As for Max - Mod Chris L, who created him and updated him for Divination, was actually looking into this. He wanted to give Max a response if Max overheard anyone calling him a bot ;). Hew: Remember that the extra training methods for other skills typically launch over time after the skill itself. As much as we'd love to launch something as broad and varied as Woodcutting with all the things that have been added post-launch, the game is bigger and more complicated than ever and the effort it takes to build a skill and safely plug it in everywhere has grown too.

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