(http://i.imgur.com/pL2MFqZ.png) (http://dffd.bay12games.com/file.php?id=5315)
::: LINUX ::: (http://www.bay12forums.com/smf/index.php?topic=160636.0) ||| ::: MAC ::: (http://www.bay12forums.com/smf/index.php?topic=160637.0)
::: Current version: V.1.22 - Updated 18th Nov 2016 - For DF.43.03 :::
::: The MDF GUI requires Microsofts .NET-Framework 4.0 :::
::: Changelogs: V1.01 (http://www.bay12forums.com/smf/index.php?topic=158107.0) ::: V1.02 (http://www.bay12forums.com/smf/index.php?topic=158253.0) ::: V1.03 (http://www.bay12forums.com/smf/index.php?topic=158408.0) ::: V1.04 (http://www.bay12forums.com/smf/index.php?topic=158560.0) ::: V1.05 (http://www.bay12forums.com/smf/index.php?topic=158683.0) ::: V1.06 (http://www.bay12forums.com/smf/index.php?topic=158785.0) ::: V1.07 (http://www.bay12forums.com/smf/index.php?topic=158959.0) ::: V1.08 (http://www.bay12forums.com/smf/index.php?topic=159123.0) ::: 1.09 (http://www.bay12forums.com/smf/index.php?topic=159291.0) ::: 1.10 (http://www.bay12forums.com/smf/index.php?topic=159453.0) ::: 1.11 (http://www.bay12forums.com/smf/index.php?topic=159564.0) ::: 1.12 (http://www.bay12forums.com/smf/index.php?topic=159713.0) ::: 1.13 (http://www.bay12forums.com/smf/index.php?topic=159843.0) ::: 1.14 (http://www.bay12forums.com/smf/index.php?topic=160492.0) ::: 1.15 (http://www.bay12forums.com/smf/index.php?topic=160604.0) ::: 1.16 (http://www.bay12forums.com/smf/index.php?topic=160759.0):::
(http://i.imgur.com/LzoobUx.png) (https://www.patreon.com/meph)
::: If you like the content I produce and enjoy playing Masterwork, consider supporting it on Patreon. :::
::: It allows me to do regular updates and add more content more quickly. :::
New Update - V1.22
Notes: More graphic fixes and new sprites. In case you have not been checking the tileset forum, I've been working more and more on that massive 32x tileset. I finished over 200 creature sprites, fixed all the issues that have been reported, and just now made procedual graphics for demons, titans, nightcreatures and FBs.
Thanks to Milo Christiansens season-palette script, the colors (hue) ingame will change depending on the current season. You can disable this feature by opening the dfhack.init and deleting the line "season-palette start" at the very top.
(http://i.imgur.com/5C1hsTq.png)
(This screenshot is an early test. The effect is not that strong ingame.)
I also made sprites for all plants. Which is a lot. Even blooming grasses now show some flowers. :)
Plants:
(http://i.imgur.com/D2Vwhu9.png)
Demons, FBs, Nightcreatures and Titans:
(http://i.imgur.com/aeZJQyR.png)
PROCEDUAL CREATURES - 780 X 4!
Procedual creatures now use a random sprite from a selection of 780 iterations. These will NOT(!) fit their ingame description, but at least not all demons or all FBs look the same.
I added small letters at the lower left corner (D, T, FB and N) to ease the identification.
(http://i.imgur.com/zuZsbGI.png)
(http://i.imgur.com/kXzeUN6.png)
(http://i.imgur.com/i9ExWew.png)
(http://i.imgur.com/e5fg7qc.png)
PLANTS!
- Added plants. All of them.
- Added plant growths. All of them.
(http://i.imgur.com/BQBofjt.png)
(http://i.imgur.com/t3K7bOK.png)
(http://i.imgur.com/hjZI5l1.png)
TWEAKS AND FIXES!
- Fixed bins.
- Fixed constructed bee hives.
- Fixed trap stops.
- Fixed eggs in nestboxes. (well... while testing I noticed that boulders now look like eggs. Guess it can be only one: Either eggs look like boulders in the nestbox, or boulders look like eggs while being carried around.)
- Fixed build bookcases. (kinda. They at least show something, but TWBT doesnt allow them to be overwritten?)
- Fixed "children playing make-believe", added animation.
- Made stockpiles brighter.
- Made water/magma brighter.
- Made rocks/inorganics brighter.
- Made surface grass slightly brighter.
- Made ramps a lot clearer.
- Added 3 new tiles for smoke.
- Added new tile for trapparts/mechanism. Look like 3 interlocking gears now.
- Fixed digging designation numbers. (appeared as solid black tiles)
- Fixed furniture designations. (appeared as solid black tiles)
- Fixed "Sleeping Indicator", shows sign with Zzz... instead of just a normal letter.
VERMIN-TIDE!
- Added 37 new graphics for vermin.
- Added several animated creatures. Small fish breathe/swim; small birds flap their wings; worms wiggle; rats run... and dogs wag their tails. :)
(http://i.imgur.com/bdHa5md.gif)(http://i.imgur.com/32myZQo.gif)
(http://i.imgur.com/a45w9nP.gif)(http://i.imgur.com/0HLzElb.gif)
(http://i.imgur.com/OpKT9cO.gif)
- Added 3 new tiles mined rocks, which creates a sorta-animation for mining.
(http://i.imgur.com/ukwaoTG.gif)
Future plans: Well, I'm still working on graphics... creature count is higher than I anticipated and the animal-men are really slowing me down a notch. There is also the idea of more decorative buildings.
I'm aware that the modded workshops currently look a bit odd, because they are still designed to be used with the Phoebus set, so thats another construction site... who would have guessed that tilesets are that much work? ^^
Patreon (https://www.patreon.com/meph): No new Patrons this week, for 6 weeks in a row. Guess I topped out (?).
Cheers,
Meph