Final Words from Bradley...

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He said he is working in Damascus, Syria as a musculoskeletal system. And I can personally tell you that it genuinely works! There was an unfortunate elven civilization called the Distant Oak that lost three druids in three years. I will never forget it How crazy would that be?

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A Madea Halloween , was released in October Perry, alongside Oprah Winfrey , lent his voice in his first computer-animated film, called The Star , which is based on the Nativity of Jesus. Developed by Sony Pictures Animation , the film was released on November 17, Perry's films are co-produced and distributed by Lions Gate Entertainment ; he retains full copyright ownership under the corporate name Tyler Perry Films, and places his name in front of all titles.

Perry produced the long-running sitcom Tyler Perry's House of Payne , which ran for 8 seasons from June 21, , to August 10, The series followed an African-American household of three generations.

The show demonstrated the family members' serious, true-to-life struggles with faith and love. The show ran in the spring of as a show pilot. After receiving high ratings, House of Payne entered broadcast syndication. Reruns were played through December before the second season began. Perry also wrote, directed and produced the sitcom Meet the Browns , which premiered on TBS on January 7, and ended on November 18, The partnership was largely for the purposes of bringing scripted television to the OWN, Perry having had previous success in this department.

Perry also has two other new television series featured on OWN: The record-breaking episode brought in 3. The hour-long drama series premiered on September 9, In , Perry acquired the acre former military base Fort McPherson , which he converted to studios. Viacom will also have distribution rights to short video content and a first look at film concepts. The book sold 30, copies. His second book, Higher is Waiting , was published on November 14, It debuted at number 5 on the New York Times Bestseller list.

In early , Perry threatened legal action against Mo' Money Taxes, a tax preparation company based in Memphis, Tennessee , for running a TV spot that he felt offensively parodied his work, in particular Madea Goes to Jail. The "offending" ad was dropped from circulation. Despite praising Perry in , director Spike Lee criticized his work in , stating "Each artist should be allowed to pursue their artistic endeavors but I still think there is a lot of stuff out today that is 'coonery buffoonery'.

In an open letter to Perry on National Public Radio , journalist Jamilah Lemieux , while thanking Perry for "giving black folks jobs in front of and behind the camera," also criticized his shows Meet the Browns and House of Payne.

In her letter, she stated that "both your shows are marked by old stereotypes of buffoonish, emasculated black men and crass, sassy black women. Mother Dear, the beloved matriarch. Our mothers and grandmothers deserve much more than that. In October , during a 60 Minutes interview, Perry was read a quote of Spike Lee 's comments about his work and responded, "I would love to read that [criticism] to my fan base.

That pisses me off. It is so insulting. It's attitudes like that that make Hollywood think that these people do not exist, and that is why there is no material speaking to them, speaking to us. I can slap Madea on something and talk about God, love, faith, forgiveness, family, any of those. She told an interviewer, "I think [Perry] grew up being raised by strong, black women. And so much of what he does is really in celebration of that. I think that's what Madea really is: And so the reason it works is because people see themselves.

I don't think he's talking to me, but I know that he's speaking directly to my mother, my sister, my cousins and meeting them at their point of need, and that's what art and filmmaking is about. In his Huffington Post editorial, sociologist Shayne Lee lists Perry among the pantheon of today's most innovative filmmakers.

In the American Dad! He was given an award for "Comedian Most likely to turn up to collect their comedy award", and the black characters in the episode, Token Black and President Obama , express their own disbelief that they can't stop watching his comedy and giving him money.

At the end of the episode Perry, as Madea, is buried and encased in steel with Obama's declaring, "I am pleased to announce that the greatest threat to mankind has now gone forever. Justice has been done. Perry describes himself as a Christian. In , Perry bought a 17 acre estate [76] in the Paces neighborhood of Buckhead , Atlanta. On July 20, , Perry sponsored 65 children from a Philadelphia day camp to visit Walt Disney World , after reading that a suburban swim club, the Valley Swim Club in Huntingdon Valley , Pennsylvania, had shunned them.

Perry owns vacation properties in both Wyoming and the Bahamas. From Wikipedia, the free encyclopedia. This is the latest accepted revision , reviewed on 16 September Tyler Perry Perry at the 82nd Academy Awards in List of awards and nominations received by Tyler Perry.

Film Actor, Filmmaker, Screenwriter, Playwright — ". Archived from the original on September 9, Retrieved December 15, Retrieved November 13, A History of American Film Comedy. Retrieved December 30, Archived from the original on April 23, Retrieved December 31, Retrieved January 8, Retrieved June 1, Retrieved March 17, Retrieved August 21, Retrieved November 5, Retrieved January 16, Retrieved January 20, Retrieved May 24, Retrieved March 25, Retrieved October 29, Retrieved September 3, Retrieved September 12, Retrieved October 17, Retrieved April 2, Retrieved January 5, Retrieved April 23, Retrieved January 6, Archived from the original on April 25, TV by the Numbers.

Archived from the original on August 28, Retrieved May 30, Retrieved May 31, Retrieved August 14, Retrieved February 6, Retrieved 24 February Archived from the original on October 10, Archived from the original on January 6, This is Future of the Fortress 1.

This is Future of the Fortress 2. Mount the horse, dismount the horse or jump from the horse, lead the horse like a merchant through doors so it doesn't get trapped on one side, because the horse can't open doors on its own. Use horses and other pack animals to carry the extra weight, packing items on to the animals, friendly and functional critters. All of that seems to be working correctly. There isn't much to add as I've just been cleaning this stuff up and going through the heat wave with everybody else in the world.

For controlling mount movement, I went with a command system that transfers your intention into the mount's head when you press a movement key. So if the mount is having an important issue of some kind, like being terrified, it won't necessarily follow your command, though they are pretty good about obeying. If the mount hasn't received a command for some time, it can start ambling around a bit.

These same command structures will be usable for giving short local orders to your party members and other companions when I get to that, conveniently. Though it is odd that that makes them all like little horses and horses made it there first. I haven't yet tested velocity transfers and so forth, but if it's working as intended, riding by somebody on your mount and attacking them will transfer velocity to swings and so forth.

The plans for villains as they stand now destined to change and otherwise run into obstacles: We already have all of the characters we need: As usual these days, we'll start in world generation to get the basics in, then move those mechanics to play and on into both modes. In world generation and out of the play area, certain parts of schemes have to be abstracted, so we'll likely have a new skill along the lines of 'intrigue' which will determine certain success rates and so on, and we might find some use for it in play as well.

The system should be working when the nexus of the world's villainous activity is occasionally off in a village somewhere, while other times it's the well-known monster at the heart of the goblin wasteland. Most likely, there will be many networks operating at once. It's the network part that's important; none of our in-play ideas for investigation and infiltration will work if there isn't a web of activity.

So our first major goal will be to make villains enthusiastic network builders. If they don't have a specific artifact to steal or revenge to plot, they'll still be seeking to ensnare the powerful and influential in their web.

This will require us to understand loyalty and trust in-game a bit better than we do now, but a lot of the existing reputation and relationship systems will help when it comes to other important factors like love, fear and respect.

Since a villain won't always be a position-holder in a civilization or other entity, and we don't want the full weight of the entity object clogging up the gears, we'll be handling a lot of this activity via the more streamlined agreement system, which is currently used for adventuring companions, fortress petitions, and a few other matters.

The agreements we'll use here will be specific plots, and include at least two parties to the conspiracy, whether that's the original villain and their agent, or a handler lower down the chain and their agent, or an agent and somebody who has been compromised.

Due to the structure of these links, the web will always connect back toward the villains, at least while one actor is alive in each link. Each plot will have a specific goal, as well as relevant locations, objects, and so forth, all there to be recounted by a captured agent, or used to taunt you when you fail to stop them. Individual plot goals might involve the villain's core objectives: But plots can also be aimed toward adding another layer to the network. If a visiting agent has turned a fortress bookkeeper, the bookkeeper can attempt to compromise their friends, family and other position holders.

If your mayor, nobility, sheriff or guard captain is compromised, we won't end the game, but we'll make it increasingly interesting for you. Naturally, we need to prevent high-level position holders from being flipped by the first agent that enters the capital, especially in world generation where everything is more abstract. Our plan here is to have a reasonably basic form of counter-intelligence; at the minimum, the supporting characters associated to a target will be able to use their intrigue skill, along with the target's, to root out spies and otherwise prevent infiltration.

These safeguards won't be as strong around lower position holders and regular civilians, which will lead to the sort of nesting we're looking for as the plots advance. Of course, there will be occasions where agents simply get lucky, for as long as it lasts. We have plenty of levers available to compromise targets in the game as it is now, though some of them will have to be somewhat abstracted. Promises of rewards for greedy and ambitious targets, especially if the villain or intermediate agent has such things to offer artifacts, positions, or more abstractly, a portion of a site's available tribute for that year , fear for their life, or a family member; more interesting blackmail isn't as easy with what we have though we might attempt something , ideological alignment easy to check with the value system, though factors like loyalty will need to be accounted for , and revenge can we blame the player for the death of a family member?

It would be highly, highly suspicious if one of your dwarves suddenly had an artifact, but if we have the agent pass them some valuable non-artifact jewelry, would you notice? We'll be searching for gray areas like this for your entertainment, heh. Fortunately, due to the work we did with vampires years back among other things, it should be pretty straightforward to give you means to defend yourself. Witnesses will be able to report suspicious activities; the agent will need to meet with a compromised dwarf, after all, and your helpful dwarves might on occasion notice the gifts you overlooked.

You might also suspect something yourself if you see the two of them talking too often in a crowded tavern or are they just buddies? Once you're sure, you'll be able to arrest a dwarf any dwarf.

However, you must present evidence. For our purposes in the game for this time, that just means guessing right, as with the regular convictions: Failure will upset everybody in the fortress, as with the current wrongful convictions.

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. 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.

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