Combat and Movement*
• Movement and Attack speeds have been split
• Reaction moments (catching a swung fist)
Lethality reduction
• No immediate enemy recognition in cities to avoid fights to the death on the street.
• Conflicts and conflict levels are tracked (lethal/nonlethal).
• Critters can enter a state of terror from lethal battle, especially if they’re likely to lose.
• Draw and sheath weapons.
▬ People in cities won’t appreciate it if your weapon is out. (giggity)
• Combat mode can be switched to non-lethal in object testing arena.
Sneaking
• Sound indicators/vision cones.
• Running, creeping, walkinteractionsing, sneaking, as opposed to just walk and sneak.
▬ Need to accelerate.▬ Sharp turns slow you down.
• Vampires can sense creatures with blood.
▬ More generally, tags to sense arbitrary creature classes.
▬ can be attached via /syndromes.
Tracking
• Creatures leave tracks as they move unless they fly or are ghosts.
▬ Track descriptions depend on what left the track - feet, boots, turbans...
• Tracks can be found in their own vision mode.
Climbing*
• Climb up to branches, walls or down to ledges.
• Can't climb smoothed walls or ice walls.
Jumping*
• Can grab onto tiles when jumping or falling.
Entity sites
Demons
• Due to spoilers, Toady has revealed nothing about demon sites beyond that he has added them. Sites will contain ample amounts of randomly generated features however.
Goblins
• Central tower with pits and tunnels underneath.
• Connects to first underground layer.
• Trenches, tunnel entrances, watchtowers.
• Prisons with prisoners and snatched children.
• Troll-shearing pits.
Elf sites
• Orchards.
• Trees with canopies as much as thirty tiles wide.
Dwarf Sites
• Hill Dwarves - farms and settlements on or near the surface.
• Fortresses - connect surface and first cavern layer.
• Deep sites - farms and settlements in the first cavern layer, below mountains.
• Noble Hierarchy - The King rules over a group of Dukes, who in turn rule over a series of Barons, who rule over the peasants.
• Player fortresses can now be non-destructively retired.*
▬ Retired fortresses behave as NPC fortresses but retain other information
▬ Retired fortresses can be reclaimed.
Other
AI can now reclaim sites ruined during worldgen. Both during or after worldgen.
All megabeasts can now attack and sometimes occupy civilization sites.
▬ These occupied sites cannot be reclaimed by the AI, but can by the player.*
▬ Retired fortresses can be reclaimed.
Civs will now continue to build settlements after worldgen, with some limitations. No roads or markets will be made in these post-worldgen sites
Armies inhabiting foreign conquered sites can now alter the sites to some degree.
▬ Goblins will begin building trenches and small towers “in human villages, elf sites and dwarf hill sites that have been taken after some time passes.”
▬ Invaders cause mayhem in conquered sites.
Entity Groups
• Armies now exist on the world map and move about during play, and you can encounter their camps.
• Bandits harass townspeople.
▬ Destroyed buildings, killed historical figures, things impaled on upright weapons...
▬ Killing their leader should often get them to leave.
• Invaders have camps with tents for soldiers and large tents for their commanders.
• Commanders chased out of their camp try to return due to their responsibility. Soldiers patrol the camp, raise the alarm.
• Townspeople no longer know exact positions of lairs.
• Entities have various “claims” to sites, rather than outright uncontested ownership every time.
• Goblins will hunt down a civilization’s leaders and kill them, instead of just slaughtering indiscriminately.
• Angered entities now form groups to track you down.
Inheritance
• Entity positions will be inherited as they do in worldgen.*
• Anyone who gets too old (as defined in the raws for their species) dies.
• Conceptions occur periodically, and schedule a birth to be resolved at the appropriate time.
• People react to death depending on their personal traits.*
▬ May applaud or call you a murderer and spit at you. (Especially those pansy elves.)
Conversation revamp
• Time no longer paused while talking.
Personality and Conversation
Personality*
• Dwarves, and other sentient beings, now have personal values which are based on their cultural values but may deviate.*
• Dwarves now have traits which may not be value-neutral.*
• Dwarves will have “dreams” or life goals.*
▬ Creation of an artifact.
▬ Taking over the world.
• Rumors will spread among NPCs, which they can then relay to you.
• Townspeople may lie to you, if their personality supports it.
Other
• New opening paragraph in Adventure mode depending on your starting situation.
• Companions now join for specific purposes, and will leave afterwards.
• Skulls are now less fragile, and won’t break as easily.*
• Invaders can now jump and climb when assaulting a fortress. Some limitations apply.*
Multi-tile trees*
• Falling leaves and fruit.
• Item clouds/spatter.
• Flowers.
//Is there a compilation of all the new plants getting added? Are there any randomly generated plants? Are we finally getting regionally limited plants?
//Toady posted the new raws somewhere in a FotF post IIRC. no procedurally generated plants, no new region limits, although it’s briefly discussed in the FotF thread, and toady deemed it “reasonable without timeline” or something along that.
//here’s one part of the raws, garden and crops:
//
http://www.bay12forums.com/smf/index.ph ... msg5146289//and here’s a list taken from the frontpage:
//
http://www.bay12games.com/dwarves/new_plant_list.html//here’s the post where he talks about biome limitations(ctrl+f for “Talvieno”):
//
http://www.bay12forums.com/smf/index.ph ... msg5237281* These are directly applicable to Fortress Mode