Should be interesting IMO to see how the various cavern critters are visualized, considering just how bizarre some of them are.This is the thread for those interested in the graphical development: http://www.bay12forums.com/smf/index.php?topic=173474.0 (http://www.bay12forums.com/smf/index.php?topic=173474.0).
Thanks for keeping us posted on this, by the way; I'd not thought to keep tabs on it. :)
Technically it's August now, the last announcement was in late July. :P
I swear they told me there would only be one of these a month like three days ago, lol.Considering these are clearly coming out every two weeks, that seems odd.
*waves at people.*waves back
Is it getting a macOS version?
In terms of the Steam release, yeah, I do not personally have the experience to sell a Mac or Linux product. If I can't easily get the build working, and I can't marshal the expertise in whatever way, then it won't come to those platforms, whether that's eventually paying somebody to help or however it'll work. I can't afford it now and don't feel comfortable asking for volunteers in this context, and I doubt my ability to put together a 'properly bundled' OSX app that works on whatever version is the latest and to keep it working through future deprecations. Additionally, I haven't been closely following where the current notarization issues are at, and that might be prohibitive as a separate matter, depending on exactly what's going on. I know some of my peers decided to leave the platform, but their situation might be different. Others have struggled through it. I'm all for getting it worked out, but it'd need to be a solution that sticks and which I can maintain more reliably.
Has there been any talk about steam trading cards, custom chat emoticons, or profile backgrounds (https://steamcommunity.com/tradingcards/) being available for the steam release?
Remember you can get all of these updates in your email inbox if you sign up for the newsletter. (http://www.kitfoxgames.com/sendy/kitfox-subscribe).. with exclusive bonus pics of Tarn's cat, Scamps!
Remember you can get all of these updates in your email inbox if you sign up for the newsletter. (http://www.kitfoxgames.com/sendy/kitfox-subscribe).. with exclusive bonus pics of Tarn's cat, Scamps!
I think we'll be needing some bonus content in this thread soon.
Looks cleaner than before, keep the good work up :)
I see that the good desert gets its own color. Can we expect the same for red/black/white deserts or are they all yellowish pale for the sake of visual clutter? (would be a shame, I think, but might be necessary)
I would be thrilled to discover that any of Toady, ThreeToe, Mayday, or Meph were reading this repeater thread I post for the courtesy of people who don't use Steam much, but you'll probably have better luck in the Steam/Itch tileset thread, where I know you're already active. :)
Hey.
The main project we've been focusing on recently is the depiction of bodies of water. In Dwarf Fortress, that can mean a lot of things: still pools, rocky brooks, wide rivers, oceans, lakes, underground lakes, city sewers, and channel and cistern and noble-drowning facilities you produce in your own fortresses.
This is the current status of the rocky brooks.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/3a541b918d3ad1f4f23835298f3dc7d6bc6b60f7.gif)
We're using sixteen frames of animation, which is a first for DF, ha ha, and we might touch this up with some flow direction indications and variants. Dwarves can walk across these, so it's important that they don't look very deep.
This is a deeper, more opaque pool of water that the dwarves prefer not to drink from, but which can have turtles and moghoppers for the dwarves to catch, to add to their food variety and allow for shell crafts. Or to keep as pets. Or for your zoo terrariums and aquariums.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/9d0847937c3187afd057c52a95b27f158066c5c7.gif)
Here are the larger workshops - the kennels and the siege workshop. Many animals can be brought from a wild to a semi-domesticated to a tame state.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/3a3c8cd7c107b79856a6428c1012bcd92124d450.png)
This is not entirely safe! But it is good to have mostly friendly critters running about the fortress.
Here are some minecart tracks! Build them with wood, stone or metal, or carve grooves into cavern floors or glaciers.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/16f81ac407d262e8988b5e1c51b804918c487b2a.png)
With the availability of wheelbarrows, it's not always practical to produce a lot of infrastructure just to cart off stone, but you can always use them to do routine hauls of finished goods, or let your dwarves take a fun ride. Take a ride yourself in adventure mode. Or fill a cart with rocks and crash it against an obstacle as an improvised boulder shotgun. Or use serrated discs. People always find a way to turn DF features into weapons!
- Tarn
Steam Community Update 18 June 2020: "Serrated discs jammed by goblin bits ⚔️"Design of some weapons images is unrealistic and/or doesn't fit to ingame characteristics. Creatures is better, but whats about proportions? Also olms have two legs only.
https://steamcommunity.com/games/975370/announcements/detail/2453847373783055559
Full Text:
Serrated discs jammed by goblin bits ⚔️
Hello!
Workerly progress on items and other art the last few week. It's an eclectic mix, as in the first image here:
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/bb7d284426c499280fa95dd6bda2447fe256f233.png)
Glass block floors, wooden floors, and dwarves, of course, like metal floors. Some of their favorite weapons are here as well, and shields, and trap components. You can use an enormous corkscrew to make a screwpump to move liquids around the fortress, but you can also place one in a weapon trap.
And why not add a giant axeblade, a serrated disc and various spikes? Hmm... dwarves have to clean them when they are jammed up with goblin bits, that's one reason, but a resilient dwarf can handle that job just fine.
Here are swords made of various materials being shown off by the proud Debug Creature that arranged them on the arena floor.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/1557fdfeae602a3a9916e83224f6f029d21e52cd.png)
And more weapons and tools, along with a few reasons why you might want your dwarves to keep weapons around. These critters can all be found underground.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/4078187e8e6a6c443cda9e6fbea5a56684176d1a.png)
On the left we have a naked mole dog and a molemarian. The naked mole dog is like the real world naked molerat, but it is bigger, hence dog. The molemarian... is like a centaur, but instead of placing a human upper torso on a horse body, you place a moledoggy human upper torso on a naked mole dog, and then replace the head with a mole dog head... so it's just a lot of naked mole dog with some grabby arms.
Up top, the voracious cave crawler and the magma man. Occasionally, legendary generals will make a journey to the depths during world generation and tame voracious cave crawlers for use in war. Magma men, on the other hand, are just not safe to have around at all.
On the right, longer critters! A giant earthworm and a giant olm. You'll find that Dwarf Fortress has a lot of giant creatures...
- Tarn
--
Kitfox's Note
The Debug Creature's face is such a mood.
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/34693670/13726495285435743f38a1cbcc8cc129e082d2a5.png)
- Victoria
I love lever gremlin
Gremlins are mammals, they need two sprites - for male and for female.Don't worry, tilesets are moddable. You can add different male/female sprites as you like when you mod in the differences between male and female gremlins.
I can play ASCII. Do you want to not create tiles just because they are moddable? Gremlins are hairless mammals, so all is visible. Did you seeing bald cats breeds?Gremlins are mammals, they need two sprites - for male and for female.Don't worry, tilesets are moddable. You can add different male/female sprites as you like when you mod in the differences between male and female gremlins.
In vanilla, I'd say it's impossible to tell at this scale, as they're the same size and colour accoridng to the raws, so really no need to bother.
Hey there, Iä! RIAKTOR!Don't underestimate how much time I spend here. :P
This post is unfortunately almost the least likely place on the Bay 12 Forum to expect the artists or other developers to find your advice and questions.
The original intent for this post is so that the small portion of the community that is both signed up for the Forum and not interested in signing up for Steam alerts can easily find the Steam announcements. The artists almost certainly are getting these updates directly from Kitfox or via Steam, and are very unlikely to look here, so your advice is wasted on people who have virtually no influence on the process at all. There's no point in convincing any of us!
You're welcome to post here, of course, and we all want to make newer posters feel welcome on the Forum, but if you want the artists to see it, you want to use the Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions (http://www.bay12forums.com/smf/index.php?topic=173474.0) post.
Hey there, Iä! RIAKTOR!Don't underestimate how much time I spend here. :P
This post is unfortunately almost the least likely place on the Bay 12 Forum to expect the artists or other developers to find your advice and questions.
The original intent for this post is so that the small portion of the community that is both signed up for the Forum and not interested in signing up for Steam alerts can easily find the Steam announcements. The artists almost certainly are getting these updates directly from Kitfox or via Steam, and are very unlikely to look here, so your advice is wasted on people who have virtually no influence on the process at all. There's no point in convincing any of us!
You're welcome to post here, of course, and we all want to make newer posters feel welcome on the Forum, but if you want the artists to see it, you want to use the Steam/Itch.io tileset - Mayday/Meph - Discussion and Suggestions (http://www.bay12forums.com/smf/index.php?topic=173474.0) post.
All good questions, already raised and (perhaps) answered elsewhere. (OP should perhaps link to the Mephday thread/etc in first post, if not already, for newly-stumbling-upon readers?). This thread is supposed to be just a local echo of the source announcements.
But someone has to reply to repeat what (I think) we know, to you and any other future stumblers-upon, and here I am.
(just a note that the time is 1:15pm PDT for the PAX meetup - the times listed on the poster there are actually on east coast time)Luckily Pax schedule seems to update itself automatically according to the time zone you're in. You're on Sunday morning 5:15 AM according to my schedule. Grumble, grumble....
(So, to be clear, times quoted as Pacific Standard Time on the graphic are actually Eastern Daylight Time? Not entirely sure I can make use of either, given my likely schedule here in BST, but I thought that if I could, I could have done a ¿9?-hour difference to catch the PST instant, if publicly livestreamed as I take it they are doing. The 5-hour-shift one would clash with a period of probably-notness, though. Eventual Youtube/whatever availability, post facto, by any chance?)https://online.paxsite.com/schedule
((And the Procedural one was a no-go on first assumption. Haven't yet worked out if the shift now makes it possible.))
I love the default sprite creature. It is so disappointed with it's life.
[url=https://thelink.com]the descriptive text[/url]
clinodev. Though I doubt it was anything but the reddit muscle memory kicking in :p.
Ah, whoops, I wrote that on Wednesday and forgot it would be posted today ha ha. Patch for old version is up.
Ah, whoops, I wrote that on Wednesday and forgot it would be posted today ha ha. Patch for old version is up.
Seeing as the cabinets have drawers... drawers were first invented in the 17th century, beyond Toady's limit of 14th century or so. Before that people used wardrobes and chests, both without drawers.
But I'm just nitpicking. It looks great.
Seeing as the cabinets have drawers... drawers were first invented in the 17th century, beyond Toady's limit of 14th century or so. Before that people used wardrobes and chests, both without drawers.
But I'm just nitpicking. It looks great.
Graphics suggestions will probably be seen and remembered better in the graphics threads. :)
http://www.bay12forums.com/smf/index.php?board=31.0
Seeing as the cabinets have drawers... drawers were first invented in the 17th century, beyond Toady's limit of 14th century or so. Before that people used wardrobes and chests, both without drawers.
I reckon dwarves with magical "mechanisms" could be let off for inventing the drawer a few years early. Or just use the "proper cabinets" mod, no doubt available in Steam Workshop on day 1 due to the obsession people have with historical accuracy in fantasy games.Seeing as the cabinets have drawers... drawers were first invented in the 17th century, beyond Toady's limit of 14th century or so. Before that people used wardrobes and chests, both without drawers.
Maybe they became common in the 1600s but after a little googling I found older examples from the 1500s, but nothing about the oldest known furniture with a drawer.
https://www.neumeister.com/kunstwerksuche/kunstdatenbank/ergebnis/143-196/-/
That's funny, I find the dwarves' use of their mechanisms to be completely historical and realistic!Oh, I quite agree. All historical accounts of 14th century dwarf fortresses mention mechanisms...
:P Anyone who questions their use of the "universal" mechanisms should be banned from this forum :P
Nice, but honestly I think this is over the top. But maybe I just want the Myth and Magic arc to finally start.Funny thing is, it doesn't even represent what the statue looks like. That statue of a sunfish is likely "three sunfishes prostrating themselves before a hydra. The hydra is laughing".
Nice, but honestly I think this is over the top. But maybe I just want the Myth and Magic arc to finally start.
Nice, but honestly I think this is over the top. But maybe I just want the Myth and Magic arc to finally start.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34693670/69897d93003c9cc2bc68167c6f79715a745b6b38.gif)Say, i was looking at the bucket and rope over the unanimated water tile (i guess it will be changed later to match the surrounding tiles?) and it got me thinking - would have been nice if there were some kind of ripple or splash animation when objects come into or out of water.
The ripple overlay might need to disipate before getting to the centred tile's edge. Or else do so within a 3x3 set of tiles, applied to water only...I was thinking of a simple single-tile animation, but multi-tile ripples do sound nice. They might be a deal more complex, though, with currents affecting them (well, that might concern single-tile ripples as well), banks/shores reflecting them and ripples themselves interfering with each other.
(Though if there's a bank, I suppose you could double-overlay with the flipped/opposite offset of ripple to show a reflected arc. That'd be something for Toady to allow for, before it can be made usefully graphical.)
https://store.steampowered.com/news/app/975370/view/4623480703067173288
Full text:
Just Some Typical Elves 🌱
Elves, wearing wooden armor, being a general nuisance
[snip]These elves grow wooden weapons and armor and don't like to trade any items made from butchered animals or wood they suspect came from felled trees. [snip]
[*delete point(s) as inapplicable, or just concentrate on the animal products one - I presume that's what was meant, BICBW]https://store.steampowered.com/news/app/975370/view/4623480703067173288There's a comment on a reddit thread (https://www.reddit.com/r/dwarffortress/comments/m2zjhr/steam_community_update_11_march_2021_just_some/gqmnucg/?utm_source=reddit&utm_medium=web2x&context=3) that says:
Full text:
Just Some Typical Elves 🌱
Elves, wearing wooden armor, being a general nuisance
<snip>
- The dwarf heads look too large relative to every other being...
- There seems to be an issue with consistency of viewing angles
- Do elves actually complain about trading animal butchery products?
Did the gem clusters used to be larger and stick out from the walls instead of being flush with the walls?
(https://i.imgur.com/9RU8kQ3.png)
(https://i.imgur.com/OhQKB6E.png)
(https://i.imgur.com/GX97PEc.png)
I'm truly sorry for the long wait, it's obviously the first thing I should have done.
(https://i.imgur.com/GX97PEc.png)
.... and afterward it was very difficult to figure out which lever was linked to which building without just pulling it and seeing what horrible things happened.
Steam Community Update 6 May 2021: "New Trade Depot + Animals and Wagons"
https://steamcommunity.com/games/975370/announcements/detail/3064114295970997879
[...]
Patrick has also drawn up some new barrels, with their contents, so that you can get some information about your food stocks at a glance.
(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/34693670/88aa664fa62cba0be3da81aed3b1061acf7f52a6.png)
Here we have some dwarven wine and rum, as well as meat, fish, plump helmets and seed bags.
- Tarn
Sorry. I just didn't recall anything here (as a Steam Official Announcement), but maybe I somehow missed it. I'll scan back and see it. And I don't lurk on the Steam fora themselves[1] enough to catch everything at source or keep my eye on that side of the community[2]. Ditto reddit, etc.Bay12 devblog, March 8th, March 19th.
I know the principle has been discussed at length under the Bay12 umbrella (in both fanon-terms and WoG stuff in devlog/DFTalk/etc), but if it hasn't already been illustrated properly and is operational then I thought maybe it could be.
[1]Spoiler: Tech moan (click to show/hide)
I know the principle has been discussed at length under the Bay12 umbrella (in both fanon-terms and WoG stuff in devlog/DFTalk/etc), but if it hasn't already been illustrated properly and is operational then I thought maybe it could be.A conditional, and an obvious requirement, neither of which I'm sure are fulfilled, but otherwise I was suggesting it might be as interesting to others as to me, and I'd certainly appreciate an eyeball on this "bunch of enclosed potential rooms of that kind" stuff that's promised, amongst other aspects.
The channels by the flood gate baffle me. Can someone show it to me in ASCII so I can understand? (I'm being honest, not sarcastic.)
__. .__ - presumed level above
##|/\|## - this level
(Two characters per tile, plus one per tile-boundary.)
...or it may not be a slit-trench at Z+1, but an end-of-corridor down-slope, but then I'd half expect a single slope to be shown, according to orientation. The implication, I presume, is that it's an either-side access from above to land down here, and vice-versa.
The channels by the flood gate baffle me. Can someone show it to me in ASCII so I can understand? (I'm being honest, not sarcastic.)
It definitely looks like a trough rather than a peak is formed in the center by the ramps. Thus, the graphics mislead my eyes.
I don't remember, seeing, will the steam version support Linux?Maybe later, but Toady says he won't commit to it yet.
Will any of these new menus have associated hotkeys for opening the various category tabs?Yes. Confirmed many times previously.
I am seriously concerned DF will become a very slow game, beyond just a change in muscle memory, if there are no shortcuts. Mouse + GUI is just slow.
Though, perhaps the (finally!) ability to sort lists of things will bring speed in other places.
I don't remember, seeing, will the steam version support Linux?
He's run into huge problems with Linux and Mac in the past and the community have helped him out each time. Never seemed trivial at the time.I don't remember, seeing, will the steam version support Linux?
Toady's statements on this (and Mac) since the beginning have been in the format "Sure we'd like to, but only if we can do it to the same quality"
My totally-unsupported-by-anything-he's-said opinion is that he'll probably find it's trivial to do for Linux, for whichever Debian-style distro Steam is supporting these days.
I suspect that supporting Mac probably would mean only supporting one version at best, though, which he may well find is not "Beyond Quality".
Steam Community Update 1 July 2021: New Information HubThat was probably discussed before, but how moddable is UI going to be? Somehow looking at the image made me think that HUD would've been better double it's current size, at least buttons at the bottom (and maybe Speed/Menu/Help buttons). That said, if the idea is to have windows and displays NOT overlap HUD, that would leave less space for them.
https://steamcommunity.com/games/975370/announcements/detail/2966165443311320630 (https://steamcommunity.com/games/975370/announcements/detail/2966165443311320630)
Full text:
Hi everyone!
We've started up work on the main information display, where you'll be able to check on and manage all sorts of things about your fortress. The old version of the game had this information scattered all over the place. This time we're trying to collect it all together:
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34693670/af5b0c0d2e9d9c0ee8b13be9f459baf26e573ec2.png)
Please note that most of this is placeholder graphics as I'm still tweaking bits and pieces. I drew a little red outline for 'remove work from job', but it'll probably end up being something different, ha ha ha. Some of the categories are also likely to change a bit.
We're more or less going to implement/update these going left to right, though there are lots of relationships between all the types of data so it isn't as simple as that. For instance, even on smaller screens (like the 1366px wide laptop image displayed here), there's still room on the right side for, say, some labor, health and military information for each citizen in the fortress. I'll be adding that as I go. And 1920px screens won't need the ellipses on dwarf names for the most part. In any case, when each of the tabs are done, we'll be through a hefty chunk of the remaining menus and screens from the old game.
Also new here on the Creatures tab (the old units screen), we have sorting! Lots of sorting. There's also a stress display, which players of the old version will recognize as something we just didn't have before. Now you're one click away from finding all of the dwarves in your fortress that are closest to throwing tantrums or otherwise having a miserable time. And it's cool to see them all there in a column with their little outfits! You'll note that we don't have a dwarf baby image in yet, he he he.
- Tarn
17th
HEM
132
with color for season. I'm itching to suggest an icon (https://dwarffortresswiki.org/index.php/DF2014:Calendar#Months_and_seasons) for month instead, but they are kinda confusing by themselves - shapes and sometimes even colors are the same.
Another bit we finished up is the ability to link workshops to stockpiles from the workshop.
- Tarn
Source Stockpile ----> Workshop
Source Stockpile <----- Workshop + Workshop centric link, while recieving the source-stockpile link.
Nice, but i uh, can't functionally see how wording this differently changes much of the perspective...
Nice, but i uh, can't functionally see how wording this differently changes much of the perspective...
You've misunderstood what the change is. It just gives the workshop UI the ability to create stockpile links. Right now you can only do that from the stockpile UI.
For now, workshops set to take from another workshop or pasture can be done via burrow restriction in vanilla. Though yeah, this is less than ideal if you want to have free-wandering troll pseudo-citizens doing jobs while also only shearing the ones with teal gray wool.
Nice, pity to see there's no agents/intrigue panel, i guess we'll have to wait for the villian release to be more rounded but a page to itself just for counterintelligence will help bundle up stuff nicely.
Thanks again for bringing the steam update posts here. I find it much easier to just expand a spoiler tag than to open a steam image in a new tab to see the full sized image with readable text and so forth :)
Just a quick question, will the Steam Version with the very much apprieciated UI changes still work with ASCII tileset? Because I'm seeing tons of icons in the new UI which I can't picture with ASCII.
Just a quick question, will the Steam Version with the very much apprieciated UI changes still work with ASCII tileset? Because I'm seeing tons of icons in the new UI which I can't picture with ASCII.As far as I understand Premium will have Premium stuff on top of Classic stuff (plus vendor specific things). It's been said several times that the UI translation issues from Premium UI to Classic UI will be handled once the Premium UI has been stabilized, and that key bindings should be added in this phase as well.
Well I probably won't miss classic UI but I will miss the ASCII tileset if it isn't compatible with the UI overhaul.Just a quick question, will the Steam Version with the very much apprieciated UI changes still work with ASCII tileset? Because I'm seeing tons of icons in the new UI which I can't picture with ASCII.As far as I understand Premium will have Premium stuff on top of Classic stuff (plus vendor specific things). It's been said several times that the UI translation issues from Premium UI to Classic UI will be handled once the Premium UI has been stabilized, and that key bindings should be added in this phase as well.
The statements haven't been iron clad guarantees, though, so I'm still worried the release track stop will be run into at full speed before these things have been done.
They'reHow I read that.. :Ptaking a well-deserved breakdoing post-Beta real-time community-interactive gamepwning'testing' after a game release.
They'reHow I read that.. :Ptaking a well-deserved breakdoing post-Beta real-time community-interactive gamepwning'testing' after a game release.
(Not that I'd blame them.)
(edit: From the looks of recent release info/chatter, "Boyfriend Dungeon". Which, from initial appearances, isn't as bad as it might sound, given some such games out there that pop up al the time in Android ads, for me. But I still need to continue to not get Kitfox and Fenoxo confused with each other on the naming basis alone.. ;) )
I'm terrified that hospitals have a power requirement now, but it's probably just a typo. ;DNo clino, this is proof that they have swerved over into the myth&magic arc, doctors will need magic power to cast healing spells. I'm afraid this unexpected change of direction will mean Dwarf Fortress Premium won't release until sometime in 2026. /s
I'm terrified that hospitals have a power requirement now, but it's probably just a typo. ;DI rather guess it’s a typo. Powder for casts, as in https://dwarffortresswiki.org/index.php/DF2014:Health_care#Casts
A waterwheel requirement for traction benches is much more interesting, though!
I hope the music from the video is part of the premium version's sound track, it was quite nice to listen to :) Also, due to my youtube streaming quality, I appreciate the still screen shots a lot as much of that artistic detail was not apparent. Keep up the great work!
Youtube lets you buffer high quality if you set it manually and wait.
Over in Tarn land
What in tarnnation
It's much easier to understand what the video wants to showcase now with Zach's commentary, although I'd still want to see a bit more highlighting of new features, such as dwelling a bit on the modified squad screen.I think kids just like to misbehave. That'd be neat, and make Dwarven Childcare relevant again lmao.
- I believe the setting to forbid stuff during a siege is a new one (and a really handy one, if it works as it ought to, which the kid behavior indicates it either wasn't, or there should be a second setting that wasn't activated).
Looking good! Is it still possible to select individual squad members (instead of the whole squads)?
Unfortunately, we've decided to end our partnership with Meph,
For anyone that's been reading the forum, the answer to Blomquistador's question is as obvious as a sore thumb.Right now we can make a whole bunch of guesses and nothing else. You are obviously referring to the uncredited/questionably acquired content that is part of Meph's mod/tileset, but that is all that I know.
We'll need to rework some of the art behind the scenes.Why is this content being reworked? Was it of questionable provenance, as before? Or was it merely unfinished content? Again, this is not a trivial distinction.
Did Kitfox fire Meph for something he did in a free tileset several years ago?...Or did Meph even make the decision, for any number of reasons possibly even not majorly anything to do with what we think we know, but in the language of business "We decided to accept his resignation" (such a cliché of its own, that it positively invites possible (mis)reading between the lines) is not a valid option with which to officially convey this.
Or did Kitfox fire Meph for doing something in the present, while working on a paid project?
Did Kitfox fire Meph for something he did in a free tileset several years ago?Yep.
Or did Kitfox fire Meph for doing something in the present, while working on a paid project?Nope.
Why is this content being reworked? Was it of questionable provenance, as before? Or was it merely unfinished content?To be extra safe. Technically I am a "questionable provenance" from their point of view.
Will Kitfox be redoing all of Meph's work so far, or merely some? In other words, are they willing to take his work, but just not him?As far as I know, they plan to redo the original sprites I did; they plan to keep the edits/variations I did based on Mikes sprites. I have no idea what happens with the replaced sprites, but I assume that they will never see the light of day. Would be cool to see them as community assetts for non-commercial tilesets in future, but I don't expect that to happen.
Definitely a shame all around.That comment makes little sense, at you haven't produced any reference as to what the general all around thing you think is shameful actually is. I don't see anything in the preceding official post itself that would warrant condemnation. I can make guesses about other events that you might refer to, though, but that would be just that: guesses.
We are happy to announce Jacob Bowman to the Dwarf Fortress Steam edition team as our new pixel artist.I will now buy your game.
We are also still interested in talking to content creators (streamers, YouTubers, etc)cringe
It's pretty reasonable to assume by context it's about Meph having to leave?It's not an unreasonable speculation, but it remains a speculation (or guess, if you will).
Steam Community Update 2 December 2021: New Artist and World Map Progress:
https://store.steampowered.com/news/app/975370/view/3108043507796301622 (https://store.steampowered.com/news/app/975370/view/3108043507796301622)
Full text:
Hello!
We are happy to announce Jacob Bowman to the Dwarf Fortress Steam edition team as our new pixel artist. You might be familiar with his work as Ironhand, as he created a rather popular tileset some years ago. We're excited to work with him, and he's already off to a great start making brand new tiles for us.
Here is a look at some of the art (both are works in progress!!) Jacob has made so far on the world map:
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34693670/5825ffd417bc6b1e936942d4762af2746bcc71d1.png)
(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/34693670/041bc92ab41abdd81b8ae320e2b9f9be3419708d.png)
Look at those wormy hills and deep water! A world worth generating and spiralling into madness in, surely.
We will have more detailed updates with more images and video coming in the future as Jacob and the team works together, but I'm sure you'll agree that it's best not to rush Tarn and Zach so much that we add more bugs in haste. Thank you for being patient with us while we sort things out.
We are also still interested in talking to content creators (streamers, YouTubers, etc) interested doing more with Dwarf Fortress. If that is you, then let's chat on Discord! (Alexandra #0007)
-Alexandra, Tanya, and Bay 12 Games
We are also still interested in talking to content creators (streamers, YouTubers, etc) interested doing more with Dwarf Fortress. If that is you, then let's chat on Discord! (Alexandra #0007)
We are also still interested in talking to content creators (streamers, YouTubers, etc) interested doing more with Dwarf Fortress. If that is you, then let's chat on Discord! (Alexandra #0007)
Friend request sent, as I see no way of sending messages before hand. I'm starting my first Twitch run of the current game soon (2nd run overall).
Volcanoes and mountains look fantastic. Will volcanoes always have the mountain appearance regardless of elevation? (Context: Currently, flat volcanoes are possible, albeit rare. They're essentially lava lakes.)
I can't tell what is a volcano, what to they look like?There's an island one on the right side, just below the legend on the latest image (https://i.imgur.com/Aj5QCiH.png).
An early access sounds nice, but adventure mode is a must-have for me. and that's a lot of gameplay missing. I would personally like to see that at least playable without graphical support, but it sounds like it won't be possible to play it at all until the menus are done, so the graphics for them will come along with.
IMHO Dwarf fortress really shines with the creation of historical relevance. As fortress after fortress populates the world, the fact that the histories continue to happen "off the screen" and don't particularly focus on what the Player Fortresses do or don't do (unless the Players decide to go full aggro with armies and suchlike), really sets this game out from all the other roguelike city builders. Legend mode is almost impenetrable without 3rd party "translators", (or people like me who relentlessly research, gathering facts and linking genealogies to reveal historical connections.) To be able to have those histories available in the game as "stories" or "books" would blow all other similar games out of the way. The current single fact story or book about something are hooks into Legend Mode. It woukd be amazing to have those hooks directly access Legend Mode via a link in-game, revealing further links to other names, other histories: an entire wikia of crosslinked rabbit hole exploration. It makes the Dwarf Fortress game that much more massive to come out of one of these deep dives with the realization that your carpenter was once the daughter of the deposed queen or that the reason your new migrant has ranks in discipline and swords is because they participated in a desperate battle last year to retake a cave and had to then defend it from a FB that came rampaging up from below...
To have that rich history available in stories and books, (rather than the current one line teasers) would make this Steam release really pop. Adventure mode, when it comes along, would benefit from this also.
[...][...]
To have that rich history available in stories and books, (rather than the current one line teasers) would make this Steam release really pop. Adventure mode, when it comes along, would benefit from this also.
If that information problem could be solved, this sort of thing would be pretty cool to see.
Oh, of course.IMHO Dwarf fortress really shines with the creation of historical relevance. As fortress after fortress populates the world, the fact that the histories continue to happen "off the screen" and don't particularly focus on what the Player Fortresses do or don't do (unless the Players decide to go full aggro with armies and suchlike), really sets this game out from all the other roguelike city builders. Legend mode is almost impenetrable without 3rd party "translators", (or people like me who relentlessly research, gathering facts and linking genealogies to reveal historical connections.) To be able to have those histories available in the game as "stories" or "books" would blow all other similar games out of the way. The current single fact story or book about something are hooks into Legend Mode. It woukd be amazing to have those hooks directly access Legend Mode via a link in-game, revealing further links to other names, other histories: an entire wikia of crosslinked rabbit hole exploration. It makes the Dwarf Fortress game that much more massive to come out of one of these deep dives with the realization that your carpenter was once the daughter of the deposed queen or that the reason your new migrant has ranks in discipline and swords is because they participated in a desperate battle last year to retake a cave and had to then defend it from a FB that came rampaging up from below...
To have that rich history available in stories and books, (rather than the current one line teasers) would make this Steam release really pop. Adventure mode, when it comes along, would benefit from this also.
I hear Toady says it would be technically possible (easy even) to make Legends mode browsable while playing fort or adventure mode, but the problem is that it kind of reveals too much; like, vampires wouldn't be able to hide their identity, and you'd know about armies setting off to attack your fort way before you logically should be able to find out; stuff like that.
If that information problem could be solved, this sort of thing would be pretty cool to see.
Books take time to write, so by that reasoning, if in-game legends browsing only allowed access to data 2 years old (or some other delay) or older, that would nullify the attacking army clairvoyance issue. Having legends somehow accessible in the other modes would definitely bring attention to a largely overlooked aspect of the game, and I think that would be good overall. Even if it made catching vampires easier.
In adventurer mode at least, entities, (maybe) groups, and individuals already keep track of known info.Yes, but sometimes they know things they shouldn’t, or don’t know things they should, like the locations of certain individuals or certain things happening in their region, at least in my limited experience.
ok so doesn't legend mode have a hide undiscovered info from the player option(this might be a world param thing) for folks who want to play with out having all that info revealed to them and having to slowly discover the stuff by themselves?
If you'd prefer to leave the history behind every engraving for your adventurers to discover, then set this to NO.
[SHOW_ALL_HISTORY_IN_DWARF_MODE:YES]
I'm glad to see that bug finally dealt with! I've lost a few forts and a lot of dwarves to invaders crawling down into holes left by tree cutting.I'm not sure you're going to be happy about this. I read it as "Whoops, I overpowered thieves to have teleportation abilities, I must add that to the bug-list!" and then a very basic look around and discovery of the acceptable feature of tree-root-holes plus climbing ability, leading to re-removal off that list.
Rather than "Don't show again" checkbox on popups, maybe a "?" button on menus themselves (to bring up a popup) would be better? Would be less obtrusive and helpful if one would need a refresher on smth.Spoiler: Popup (click to show/hide)
Hey Urists! For various reasons, the Dwarf Fortress news will be delayed a week, from tomorrow til next Wednesday the 13th.
In exchange for your patience, here's a dog, who may or may not be the heir to your fort, after the clown got possessed by the devil.
People who play dwarf fortress are like “Yeah sorry my clown just got possessed by the devil and killed the king who named his dog as heir so now the king is a dog and he’s making everyone dig for bones until they die of dehydration” then you look at the game and it’s like @ ^ $
Sooooo, I had to have it explained to me, but apparently the devil clown dog king thing is from a recent viral tweet:
https://twitter.com/lumnmch/status/1543687491819130884?s=19QuotePeople who play dwarf fortress are like “Yeah sorry my clown just got possessed by the devil and killed the king who named his dog as heir so now the king is a dog and he’s making everyone dig for bones until they die of dehydration” then you look at the game and it’s like @ ^ $
Neat that DF is getting viral tweets, I guess?
I like the dead troll sprite, although it being decapitated by default does seem odd. Maybe with its throat cut but not dismembered, at least until they get sprites for dismemberment cases. Toady was talking about keeping the artists on after initial release to keep making sprites, maybe that's a project for them, to make various dismembered sprites and like layers for the animal people sprites (since they don't display anything but the creature currently)
Alexandra
Today at 11:11 AM
Hey folks.
We wanted to correct some errors and omissions from yesterday’s Dwarf Fortress Soundtrack update. Firstly, we failed to announce Águeda Macias as the third composer featured on two of the tracks with Dabu and Simon. She makes a lot of really cool video game music and you can find all her work at https://www.aguedamacias.com/.
Secondly there was a typo with one of the song titles: Drink & Industry is the correct title of the third song in the soundtrack announcement video. Apologies to the composers and to you for getting this wrong.
Unfortunately, WINE (which proton depends upon) is a somewhat hefty piece of software, so it may still be out of reach for some people.
Unfortunately, WINE (which proton depends upon) is a somewhat hefty piece of software, so it may still be out of reach for some people.
Hefty how? Many games run faster under Proton than they do in Windows even, and performance impacts are rarely significant in my experience.
I'd personally prefer a native Linux port because the version of the game you can download from bay12 right now has a native port. It really comes across as a regression to just backseat that support to wine or proton (both of which have at times introduced performance regressions with updates that you can avoid by having a native port).
I've never used Steam or Proton, so let me see if I understand this right: I run wine, launch Proton in that, launch the Windows version of Steam in that, and launch DF in that?
If this is not how it would work, please let me know!
No, it's very simple....This looks like it'll be the page to check DF's compatibility.Oh, I see. Thanks for the instructions and link! I probably could have tracked it all down myself eventually, but I bet you've saved me an hour of frustration.
havent really been keeping up with Steam version all too much, but after looking at the screenshots provided on this page, I noticed that the keyboard mapping seems to be different from the free version!
Will there be anyway to use a legacy keyboard layout, or any custom button mapping in general?
Yay...it's the release announcement!
Oh nooooo...it doesn't apply to me!
I know what I'm doing on Dec. 6th: Crying. Probably literally. I have Linux.
Unfortunately, WINE (which proton depends upon) is a somewhat hefty piece of software, so it may still be out of reach for some people.
Hefty how? Many games run faster under Proton than they do in Windows even, and performance impacts are rarely significant in my experience.
What i meant was that WINE itself takes up a lot of storage space.
wow no mac version on launch? what a low blow to the community
But yeah, it is pretty curious. It could also be that the old/current Adventure mode UI is broken due to the Fortress mode changes, but as that is pure speculation. Might be worth a question over in the Future of the Fortress thread (http://www.bay12forums.com/smf/index.php?topic=169696.0). You can't really expect a answer here, it's just for gathering all the announcements in one place on the forum.
Quote from: Mr CrabmanCould the current/old versions be enabled through some out-of-the-way config option somewhere, maybe even requiring editing a text file instead of just toggling something in the menu? At least the Object Testing Arena, because it's quite handy for... Object testing. Trying to update mods for the new graphics functionality (or trying to make new mods entirely) for the Premium version would go somewhat slower and more painfully if there is no way to instantly test things on the Premium version, and if the concern is exposing unwitting new players to an unpolished and difficult to use menu, requiring out-of-the-way configuration to access it would solve this.
The modes don't function now, and I'm not going to try to cludge them in since it'll take extra time to make the parallel systems work. In arena mode's case that's probably the same amount of time as just doing the necessary arena mode menus.
If you've been following our Update Roadmap, you'll know that Tarn has been busy prioritizing Steam Workshop integration. We are happy to announce that indeed Steam Workshop will be available at launch. This means that you'll be able to find and install Dwarf Fortress mods with ease. If you are a mod developer please feel free to contact me at alexandra@kitfoxgames.com or on Discord at Alexandra#0007 to discuss getting your mod on Workshop!
If you've been following our Update Roadmap, you'll know that Tarn has been busy prioritizing Steam Workshop integration. We are happy to announce that indeed Steam Workshop will be available at launch. This means that you'll be able to find and install Dwarf Fortress mods with ease. If you are a mod developer please feel free to contact me at alexandra@kitfoxgames.com or on Discord at Alexandra#0007 to discuss getting your mod on Workshop!
In regaurds to this, do we add Alexandra on discord or do we join a specific server to direct message them?
Quick question for the upcoming release:You can buy it on Itch.io as well.
Is Steam the only platform where we can buy the game or does Kitfox offer it separately? If there are multiple options, it would be good to know which option is more beneficial for Tarn and Zack. Just want to make sure that as much of the selling price as possible helps the Adams brothers and not a big corp like Valve...
Is there any info on this?
Thanks for the quick reply. Is there an option of merging my version with Steam, even if I buy it on Itch.io? I know of some cases where Steam allowed this...Quick question for the upcoming release:You can buy it on Itch.io as well.
Is Steam the only platform where we can buy the game or does Kitfox offer it separately? If there are multiple options, it would be good to know which option is more beneficial for Tarn and Zack. Just want to make sure that as much of the selling price as possible helps the Adams brothers and not a big corp like Valve...
Is there any info on this?
Itch gives them a bigger cut, but buying it on Steam gives them better promotional stats to show the game to other people who may buy it, and also your review counts towards the desirable "Overwhelmingly Positive Reviews" thing. Last I heard is the benefits more or less make them evenly matched.
Thanks for the quick reply. Is there an option of merging my version with Steam, even if I buy it on Itch.io? I know of some cases where Steam allowed this...Quick question for the upcoming release:You can buy it on Itch.io as well.
Is Steam the only platform where we can buy the game or does Kitfox offer it separately? If there are multiple options, it would be good to know which option is more beneficial for Tarn and Zack. Just want to make sure that as much of the selling price as possible helps the Adams brothers and not a big corp like Valve...
Is there any info on this?
Itch gives them a bigger cut, but buying it on Steam gives them better promotional stats to show the game to other people who may buy it, and also your review counts towards the desirable "Overwhelmingly Positive Reviews" thing. Last I heard is the benefits more or less make them evenly matched.
Thanks for the quick reply. Is there an option of merging my version with Steam, even if I buy it on Itch.io? I know of some cases where Steam allowed this...Quick question for the upcoming release:You can buy it on Itch.io as well.
Is Steam the only platform where we can buy the game or does Kitfox offer it separately? If there are multiple options, it would be good to know which option is more beneficial for Tarn and Zack. Just want to make sure that as much of the selling price as possible helps the Adams brothers and not a big corp like Valve...
Is there any info on this?
Itch gives them a bigger cut, but buying it on Steam gives them better promotional stats to show the game to other people who may buy it, and also your review counts towards the desirable "Overwhelmingly Positive Reviews" thing. Last I heard is the benefits more or less make them evenly matched.
It's just kind of sad that no-one even bothered to announce the release here at Bay12. Like someone convinced Tarn that "those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are".To be fair, as a years-long lurker just coming back, there was that sentiment a while ago but by now it's calmed down.
And with the forum acting like it's about to collapse any minute, it's all feeling a bit like FPS death around here. :(
I just logged in to say that I've paid, easily, £1000 for this game over the years and I paid for it on Steam, again, and gleefully. I even bought the soundtrack. And I'm Deaf.This post made me laugh hahaha
"those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are"Not that far off. I already bought it, but trying to learn the new interface after committing the old one into muscle memory is about as intuitive as riding a bicycle with rear wheel steering. I'm going back to ASCII as soon as it's out.
Even the ASCII version has the new UI design apparently, just not the pretty graphics. You'll need to relearn or stay at 0.47.05 forever."those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are"Not that far off. I already bought it, but trying to learn the new interface after committing the old one into muscle memory is about as intuitive as riding a bicycle with rear wheel steering. I'm going back to ASCII as soon as it's out.
Yep. It's the same game but in ASCII (or with a nice ascii-ish tileset). He's not gonna maintain two different games just for some guys complaining about muscle memory.Even the ASCII version has the new UI design apparently, just not the pretty graphics. You'll need to relearn or stay at 0.47.05 forever."those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are"Not that far off. I already bought it, but trying to learn the new interface after committing the old one into muscle memory is about as intuitive as riding a bicycle with rear wheel steering. I'm going back to ASCII as soon as it's out.
I was (...) going to leave it a while before I decided to go for Steam (unlikely, bad historic experiences with them) or Itch (no experience at all, and not even a failed account with them).
"those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are".
Yep. It's the same game but in ASCII (or with a nice ascii-ish tileset). He's not gonna maintain two different games just for some guys complaining about muscle memory.Even the ASCII version has the new UI design apparently, just not the pretty graphics. You'll need to relearn or stay at 0.47.05 forever."those guys aren't going to buy it, they all despise Steam and are holding out for the free ASCII version - hipsters that they are"Not that far off. I already bought it, but trying to learn the new interface after committing the old one into muscle memory is about as intuitive as riding a bicycle with rear wheel steering. I'm going back to ASCII as soon as it's out.
I always played vanilla ASCII (no tilesets) and never used Therapist (and I've been playing since the very first releases) , so I had some really strong muscle memory. It was strange at first, I even thought I couldn't stand the new version, but I tried and after some hours it's all fine. I still think it could improve, mainly by navigating menus without using the mouse, but its fine as it is.
Even the ASCII version has the new UI design apparently, just not the pretty graphics. You'll need to relearn or stay at 0.47.05 forever.DFHack already added mouse support to the old version. If someone pulled that off, it ought to be possible to add keyboard support back to the mouse version.
There is a "keyboard cursor" option in the settings that... well, does in a sense exactly what you're describing. Where DFHack added mouse support, it switches it back to keyboard. The only thing missing at this point is the ability to navigate menus via keyboard. At that point it should be fully keyboard-navigable.Even the ASCII version has the new UI design apparently, just not the pretty graphics. You'll need to relearn or stay at 0.47.05 forever.DFHack already added mouse support to the old version. If someone pulled that off, it ought to be possible to add keyboard support back to the mouse version.
Yeah, I don't intend to play yet either, but I logged onto steam long enough to buy it and then made an itch account to get it there, too. I see it as a meta donation doing my bit to bump the figures and maybe add to hype which might encourage actual new people to buy it. They deserve to be millionaires if anyone does.Just bought mine in itch, but I'm waiting for the Linux port so I can actually play it. XD
Yeah, I don't intend to play yet either, but I logged onto steam long enough to buy it and then made an itch account to get it there, too. I see it as a meta donation doing my bit to bump the figures and maybe add to hype which might encourage actual new people to buy it. They deserve to be millionaires if anyone does.Just bought mine in itch, but I'm waiting for the Linux port so I can actually play it. XD
There's plenty of folks on my friends list that I'm sure have bought the game because they compulsively buy every big game that comes out, and I'm intrigued to see what they make of it.
Will buy when adventure mode is readded, because at this point I only play that lol.Yeah I am willing to pay $11 for some bugfixes to adventure mode, and $14 for campsite and companion bugfixes to modded civs. Guaranteed dodge, infinite inventory, infinite attack speed, and modded civs attacking their allies is a bit immersion breaking.
Where should we be reporting issues with the steam version, or changes we want made? Are you guys reading the suggestions forum here, or just the steam discussion forum?The only place which seems to be collecting info one spot at the moment is Kitfox Discord dwarf fortress bug reports. Hopefully bug tracker comes back up soon...
Theres issues with even being able to see the text and sprites being too small before I can even try out the steam version in any real capacity.
Cant play it if I cant really see whats happening because the zoom doesn't go far enough in. =(
Is there any list of changes in the steam release? Even broad strokes is better that "there are too many changes to list".Changes to the raws are listed over in the mods forum.
Also in-game tutorials.I would try just playing it. There's no doubt all sorts of things changed under the surface. Bins and barrels bugs for one probably. Along with a whole load of new bugs.
Changes to save games and modding.
legends mode improvements - adding tabs and hyperlinks.
And seem like many changes involving caves.
What else? Any mechanics changes or old bugs fixed?
Also in-game tutorials.Agitation from treecutting, hunting, fishing and such making animals angry and aggressive.
Changes to save games and modding.
legends mode improvements - adding tabs and hyperlinks.
And seem like many changes involving caves.
What else? Any mechanics changes or old bugs fixed?
...the main things that changed there are the labour system (which replaces V-P-L with more of an auto-labour type of system - people who hate it will no doubt use Therapist as they always have done)...but, note, only once Therapist is actually retuned to the new internals it has to work with. (See the DT thread.)
...and the military controls which have been simplified (but are missing some key functionality that hopefully we see back in a few patches time).Not sure about the ambiguity here. What changes are meant.
Is there any list of changes in the steam release? Even broad strokes is better that "there are too many changes to list".https://kitfoxgames.notion.site/Dwarf-Fortress-Premium-Launch-Changelog-2300676dec054a518cc2f16e9401afed
Hello there! IM new in DF and here too, and while I was playing, I discovered a strange thing, and now I don't know if it's a mistake or I just don't understand something
I apologize in advance if I sent this to the wrong place
Hello there! IM new in DF and here too, and while I was playing, I discovered a strange thing, and now I don't know if it's a mistake or I just don't understand something
(https://i.ibb.co/t8KPTpX/BAG-WITH-BOLTS.gif)
I apologize in advance if I sent this to the wrong place
https://kitfoxgames.notion.site/Dwarf-Fortress-Premium-Launch-Changelog-2300676dec054a518cc2f16e9401afed
Is the Steam version likely to go on sale anytime soon? Christmas is fast approaching after all. If not then that's fine, it's just that money is tight for me at the moment and $29.99 is a relatively large number for my budget.
Fair enough. With all the work they've done I suppose it's a reasonable price to ask.Is the Steam version likely to go on sale anytime soon? Christmas is fast approaching after all. If not then that's fine, it's just that money is tight for me at the moment and $29.99 is a relatively large number for my budget.
Losing (money) is fun!
I for myself hope that the sale will not come anytime soon. There is no need for that.
Just play a free version, spare money and then give the creators hard deserved money :)
Note that there are very few innocuous Pepe memes. If they aren't pro-Trump (or of the scene Trump personfified) then they're inevitably anti-Trump(/etc) counter-parodies.
I do rather hope that Kitfox take note of us, here, at least whenever they pop in to see if they need to render the latest Announcement for our benefit.
Good! Classic is out, so I can tide myself over until I get a properly working Linux system with Steam up and running/enough disposable cash to purchase the Steam version. The only problem is that I can’t seem to find the 32-bit Linux version of 0.50.04 anywhere…There's no no Linix version yet. None of the ports outside of Windows have been made yet. They don't just magically appear. Toady already said he can't do it himself.
Hmm… I must have missed something somewhere. Oh well. I’ve waited this long. I can wait longer.Good! Classic is out, so I can tide myself over until I get a properly working Linux system with Steam up and running/enough disposable cash to purchase the Steam version. The only problem is that I can’t seem to find the 32-bit Linux version of 0.50.04 anywhere…There's no no Linix version yet. None of the ports outside of Windows have been made yet. They don't just magically appear. Toady already said he can't do it himself.
The classic looks much better than I excepted. Only issue atm is the temporary lack of zoom option, is there any settings I can edit to make the tiles a little bigger for my eyes?The first 4 settings on the Video tab control the scale, either the 1st 3 together or the 4th one alone when the first is set to No. I find setting the height to the minimum and adjusting the width works best.
The first 4 settings on the Video tab control the scale, either the 1st 3 together or the 4th one alone when the first is set to No. I find setting the height to the minimum and adjusting the width works best.It works much better for me, though it adjust everything including the interface which cause some minor issue for me https://ibb.co/d5TPqTV I can live with it for now
The music is awesome. Especially, but not limited to the new composition of the old tune.Try a medium region, with minerals set to 100 (which I think is default now). Should get one pretty easily. So long as you don't mind working through a light aquifer.
Also, I forgot how difficult it is to find a decent embark site (I am probably too picky)
Genning my 5th new world now, to find a site that has sand, soil, clay, no heavy aquifer, iron and flux.
I did find a few of such sites on the previous 4 worlds, but they all lacked access to 1 or more of the other races.
Patch notes v50.05 (Jan 5, 2023)
Putnam's Day 3 and already making the dwarves behave better!
Thanks for all your patience over the holidays! We're back and after only a few days, Putnam has already been on fire, fixing:
Major
Fixed saved corruption caused by certain armies bringing uninitialized protocreatures instead of monsters
Other fixes/tweaks
Sped up line-of-sight code
Bees no longer included in food count
We're pretty sure the army corruption was causing the majority of crashes people were experiencing, so this should hopefully help a lot of you. It was in turn causing quite a bit of stress and chaos on our end. Now, with this big slice of chaos behind us, Tarn & Putnam can turn their eyes to other improvements and fixes for the coming weeks.
Meanwhile, we'll be streaming on Twitch next week, on January 9th and 14th as the start of our new event schedule (Mondays 8-10pm Eastern, and Saturdays 5-9pm Eastern). Our streamer will be SalfordSal, sharing her expertise with yet more people through the Kitfox channel. Join us and chat with fellow artisans!
Best,
Tanya from Kitfox
I feel kind of dumb, but did dwarves, goblins and so on get baby graphics too? I haven't tried starting a fort and waiting for a migrant wave to check yet, but I haven't found anything in the graphics files or graphics configs for it.
in fact, it's already on the beta branch!
Fixes for Linux and Tutorial- Patch Notes for 50.11 (October 3, 2023)
Hey Urists,
We have a quick patch update today with fixes for Linux Mode, the tutorial and more. We will be posting a big update this week with a new roadmap for Adventure Mode and updated FAQ so stay tuned for that!
Release notes for 50.11 (October 3, 2023):
Major bug fixes
Fixed crash on linux related to game log threading
Fixed broken tutorial on click workshop step
Stopped tutorial prompt in tiny worlds where tutorial is invalid
Cleaned up a source of squad schedule corruption
Made classic graphics setting work properly on restart (hopefully for real this time!)
Other bug fixes/tweaks
Fixed potential problem with doctors vs. multiple hospitals
Ballista arrows etc. that chop down trees now count for treecap diplomacy
Image sets with non-uniform types now properly display as having a variety of types
Generic improvements now properly display "made a masterful improvement" in histories
Allowed single pair dances to generate properly
Fixed potential minor oddity involving animal placement
-Alexandra
you can just pause/unpause burrows to direct your dwarves, which works fairly well
Combat animations are pretty unexpected, but welcome. I'm curious if those will make it to fort mode too or if they'll be an adventure mode exclusive feature. I could see how it might get overwhelming or confusing in fort mode.
Before the same speculations pop up as on Reddit:
- I added uncredited art in my private tileset in 2016/17. Back then I didn't knew better, it was the first time working with sprites. I came from modding, I was more interested in actually putting pictures in the game using TWBT and dfhack, not drawing pictures myself.
- Over the years I learned about licencing and starting taking it more serious; I also started drawing my own sprites.
- I then got hired by Kitfox to work on the Steam release. They initially wanted to use my tileset as the base, but I told them that's not possible because a lot of sprites are from other sources.
- We then decided to start a new tileset from scratch, with Mike as the designer and me mostly doing variations/edits of his sprites and working out the intricacies of where to add which sprites, how to display ingame info, etc. Things I'm used from modding.
- Mike ended up having far less time than expected, so I had to step up and draw original sprites too.
- Vettlingr stumbled over my copyright violations from 2016/17 in my private set and very publically alerted both me and Kitfox about it.
- I took my personal tileset down and Kitfox convened with their laweyrs about what to do. The safest course of action for the Steam release is to distance themself from me, so my contract was terminated and all original artwork I did for them removed. They will probably keep the edits I did of Mikes sprites.
The situations sucks for everyone involved, but please refrain from attacking anyone, be it vettlingr, Kitfox or me. Vettlingr did something right, just in a rather blunt way. Kitfox acts like a responsible business, just a tad bit inpersonal. And I did something wrong, and now I'll carry the consequences, which is fair.
I know that Tarn is still working on the UI and I foresee a lot of time for optimization in that regard, because the UI is, as everyone here knows, not the strong suit of DF. In the meantime Kitfox is asking around other community artists that might replace me and help Mike finish what was started.
I myself will take a break from DF, since I can't work on the Steam release any longer; my own project of the last 5 years imploded; and working on a new community tileset with all the insider knowledge I have of the Steam release would be... odd? Unfair? I'm not sure.
I'll answer Rekovs questions for now, but I probably won't be around here much, so please don't send more my way. I'm not even sure what Kitfox thinks about me posting those answers.QuoteDid Kitfox fire Meph for something he did in a free tileset several years ago?Yep.QuoteOr did Kitfox fire Meph for doing something in the present, while working on a paid project?Nope.QuoteWhy is this content being reworked? Was it of questionable provenance, as before? Or was it merely unfinished content?To be extra safe. Technically I am a "questionable provenance" from their point of view.QuoteWill Kitfox be redoing all of Meph's work so far, or merely some? In other words, are they willing to take his work, but just not him?As far as I know, they plan to redo the original sprites I did; they plan to keep the edits/variations I did based on Mikes sprites. I have no idea what happens with the replaced sprites, but I assume that they will never see the light of day. Would be cool to see them as community assetts for non-commercial tilesets in future, but I don't expect that to happen.
(Boring bugfixes. THIS ISOn the bright side, two of the fixed "minor" bugs (bridge support + work animals) were over 15 years old (i.e. they were present all the way back in 40d), so it's good that they're taking care of those problems too.SPART...*cough* DF! We expect bugfixes to be something like "Giant iguanas with [EXOTIC_PET] tag active no longer prefer to eat built anvils, topple related workshops." And the major bugfixes even more so.)
:P
Did some dev blog posts get deleted? I could have sworn there were updates from March but now all I see is a post from March 6th saying 50.12 was released.
[...] they have portraits! Procedurally assembled, in many cases.
(https://clan.cloudflare.steamstatic.com/images//34693670/159b2fc7d497785d70bc704351d6e52c7e828554.png)
I looked at the portraits folder in the game files (its under vanilla creature graphics) and yeah, the animal people are all single portraits. The standard races look like they all have clothing layers and stuff same as the regular layered graphics. I dunno how it does colors yet, they only have one color body for each portrait.