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Posted by Tomte 4 days ago

Dwarf Fortress is getting the mother of all magic updates(www.rockpapershotgun.com)
349 points | 130 commentspage 2
ike_sh 2 hours ago|
My dwarves are already drowning in complexity; this update will ensure total legendary chaos. My weekend plans just evaporated.
davoneus 9 hours ago||
The only game I've I've supported where I ended up buying licenses for friends and family. Lot of respect for them and their game.
coolfox 5 hours ago||
I remember finding this game back in the summer before 8th grade. right after the z-axis was added. talk about a spirtual wakening. I remember printing off the wiki and reading it in my science class. This game is probably the main reason I became an engineer honestly.
polytely 11 hours ago||
It's so exciting, I've heard about them doing magic for a decade, and now it is actually approaching.
DarmokTanagra 8 hours ago|
same, I'm going to break the hell out of this update
gverrilla 5 hours ago||
I was passionate about this game (gui version), until my fps dropped to 1 (unplayable) and I found no fix.
db48x 2 hours ago|
Try the game again, the performance has improved significantly. One major problem that was affecting most players were the line–of–sight calculations. Every person and animal in the game has an opinion of every other, and can get mood changes simply from seeing people (or animals) that they like or dislike. And that opinion is both based on the history of interactions between them as well as other factors like consanguinity. So every time someone moves the game has to check who they can see, and for every person (or animal) that they can see it has to check to see if they are related, and if so to what degree. Guests, invaders, monsters, zombies, ghosts, sneaks, villains, etc all have their effects.

The fundamental O(n²) behavior remains, but caching has greatly improved performance for typical forts. They also improved cache locality and refined the exact set of conditions that affect mood. They also parallelized this specific part of the code, though I believe you have to enable that in the options.

You can also improve performance by making changes to your fort. Primary amongst these is simply to reduce the number of people and animals on the map. Don’t keep 50 sheep and 100 cats and 100 dogs and so on. Cut those numbers severely. In the mean time use cages. Caged animals in small rooms behind closed doors don’t see very many people in any given frame, so the cost goes down. Plus you can sell the cages with the animals in them, which is nicer than simply butchering all of your puppies and kittens. Kick out some of the guests too. If you have public taverns, libraries, and/or temples with guests in them then either close them down or make them smaller. Focus on quality over quantity. (Actually for taverns and I guess temples I still recommend having a large room with a big square area with a nice floor and no furniture so that everyone can dance. If you haven’t seem them dance then you have been missing out!)

You can also consider changing the layout of your fortress. I don’t recommend going too far down this road, but even small changes can have large effects. Long corridors full of people are the most expensive, so try breaking line of sight using doors or corners. Put things on different floors instead of along a single long corridor. Naturally some players experimented with zig–zag corridors so that nobody can see more than a tile or two in any direction, which works, but of course that results in completely alien fortresses that feel terrible to the player.

lyu07282 6 hours ago|
They can make a simulation of magic based on the fabric of a procedural universe work, but even they failed to make a simulation of economics work. Fantasy magic makes more sense than modern economic theory.
ygouzerh 26 minutes ago|
For this one, I loved playing Dofus when I was younger. It was (hopefully still) a quite popular french turn-by-turn 2D MMORPG.

The main goal is PoE or PvP, but actually I ended up fully playing for the economy.

You can get a job with its own leveling system, like a farmer, cutting crops, collaborate with a baker who will make you a cut so that he can get baker xp, and then sell the bread in an auction based local marketplace for player to buy and heal.

You can as well just arbitrage: buy something cheaper in one town, and sell it in an another where it was more popular.

I ended up with a tone of paper notes, just calculating the margin of different product, e.g jewellery, so that I can buy the materials, calculating the risk of loss during the building process, partner with someone for some materials, and then finding where to sell the end product