![]() Instead of just, the traders have arrived, the traders leave, the diplomat arrives, the invasion arrives. Finally, your fortress feels like it's part of it. And then you have this whole sort of strategy light thing going on, where you have the world map. Or you can send your dwarves, for the first time in 12 years, off the map to reclaim artifacts. They might demand something and they might leave. Starting, actually next week, is the Fortress mode part of artifacts, which is going to be all new sort of diplomacy things, where invading armies might not just crash against you. That's why we've been interfacing with adventure mode so much in the past 4-5 months. Adventure mode is like a camera where you can see exactly what's going on in some small area and really diagnose mechanics and how you're interfacing with them. ![]() They might visit your tavern and say they're doing this or that, but then they're actually going out and doing it, so their stories are all consistent. So now we have heroes in play that go between different sites, even if you can't see them. There are a lot of things that happen in world generation that don't get pushed forward, so you have these stories that can't continue, which is bad. Then we try to get to them in-play, continue as much world generation stuff as possible. So that's the first stage, getting world generation done. Named objects are very common as a piece of a story. Harry Potter has these things you have to find. If you think, what is the central part of anything that Tolkien wrote, from the Lord of the Rings with the ring popping around, to the Silmarillion with the Silmarils popping around, it's these object things, right? That's not just there, but elsewhere. Now we have all these world generation stories of stolen artifacts and heroes reclaiming them that we didn't have before, which is great. There's religious relics, like the humans, if their high priest of one of their religions dies, they can take a piece of clothing or even a skull or something and put it in a reliquary or whatever and maybe give it a name and venerate it in this temple or whatever. They were a different sort of culture, which made no sense, there should be items all through world generation. But the dwarves in world generation didn't make those things. They're not that interesting, but they're there, they have names, and historically it tracks them for future games and so forth. It's been very odd that the last 11 years or whatever, dwarves in your fortress have been able to make 'named objects,' they'd make a named sword if you're lucky or a named floodgate or bucket if you're not, and you can install it in your fortress, do some things with it. ![]() But the artifacts, the way we did that feature, in terms of Adventure vs Fortress mode, first we do the framework and world generation changes. I don't want to give my estimate, because it's always wrong, and if it comes out of my mouth it'll be nine times as long. We figured we'd take this chunk out, instead of having some three year release delay, that we'll do something that'll take about a year, get that ironed out, and then jump into the generation of the myth systems. For the last four or five years, when we add a new sweeping feature-like last year I did that talk about myth generation-so in preparation for that we're trying to hammer down all the details of how artifact type items work, because those are so essential to so many magic systems.
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