Slaves to Armok II: Dwarf Fortress Interview

Hot on the heels of version 0.31.01 of Bay 12 Games' popular roguelike Slaves to Armok II: Dwarf Fortress comes an interview with co-creator Tarn Adams over at Negative Gamer. A snip:
NG: A massive update, version 0.31.01, was recently released, and has a staggering amount of new features and changes. Some additions are amazing, such as weight affecting Dwarves resistance to cold. Where do you get the inspiration for some of these changes? Are the majority of them community requests?

TA: We (when I say we, that's my brother and I he co-designed the game) drew our inspiration for the game itself from many places, but when it comes to the recent specific changes, a lot of that came out of adding the tissue system in the first place. That was something we'd always wanted to do, to improve combat and to open up these kind of possibilities (see the earlier failed attempt at bay12games.com/armok for some really strange experiences in tissue modeling), and once you've got such a thing written up it just has a lot of potential interaction with the systems already in place, and you try to catch as many connections as possible. We already had inventory insulation for example and a fake insulation number for each creature, and tissue insulation was natural from there. I wouldn't say the community is responsible for suggesting the majority of the changes, but players certainly suggested many things that made it into the game and the game is better for it.