Download (http://www.bay12games.com/dwarves) (Click refresh on your browser if it doesn't show up)Nice, I was really missing this feature. Congrats on the release! :)
Other bug fixes/tweaks
(*) Ability to add/remove all civilians/soldiers from a burrow
Worldgen - This swamp is flashing repeatedly between purple and normal every year. But mouseover on pause shows the biome isn't changing at all (mostly Wilderness, and Calm towards the north) it's not having a good/evil identity crisis as far as I can tell. Does it mean anything? It's a bit weird.
(https://i.postimg.cc/sXKTTg9T/evil-flashing.pngg)
--edit
Actually the whole map is pulsating all over the place. Don't think it used to do that. Interesting. :)
Ok. Purple is an odd choice though since it's used to indicate haunted regions usually. Oh well seasons then. Fine.Worldgen - This swamp is flashing repeatedly between purple and normal every year. But mouseover on pause shows the biome isn't changing at all (mostly Wilderness, and Calm towards the north) it's not having a good/evil identity crisis as far as I can tell. Does it mean anything? It's a bit weird.
(https://i.postimg.cc/sXKTTg9T/evil-flashing.pngg)
--edit
Actually the whole map is pulsating all over the place. Don't think it used to do that. Interesting. :)
It's seasonal changes. Rather than showing a fixed sprite, the map is showing what the trees are at various times of the year. This is... kind of annoying, really. Even if it does look kinda cool.
if we [sentient beings] work together to do the seemingly neigh-impossible!
Zooming the interface with the mouse wheel is currently disabled because some of the menus don't react well to being small in width.
It's seasonal changes. Rather than showing a fixed sprite, the map is showing what the trees are at various times of the year. This is... kind of annoying, really. Even if it does look kinda cool.
his font is used during the initial load sequence and menus.
[BASIC_FONT:curses_640x300.png]
While i'm very lost regarding the interface (as a lot of keybinding have changed and i really miss the screen with the command list as it was more clear than the mini buttons on the bottom for me), i may eventually get used to it one day
But there's one thing i am not managing to do , it's to use my custom tileset
I'm using this square 12x12 tileset that worked great for me on all DF versions so far :
https://imgur.com/Vty62gC
But when i set it up in DF 50.04 i ran into problems :
- in the screen it does not seem square at all
- part of the tileset are truncated (see the dwarves especially)
- it seems everything is smaller than in past DF (probably related to the game not rendering it square as it should)
as a comparison
DF 47.05 :
(https://i.imgur.com/69iwQQV.gif)
DF 50.04 :
(https://i.imgur.com/AilYD7O.gif)
i found that if i disable (set to No) in the video '"Scale Interface to fit grid width/height" , the view does not seem smaller anymore, but it still feel not really square and again part of the tileset are still truncated (again see the dwarves) and also seems slightly more blurry than in 47.05
(https://i.imgur.com/TK4uBNa.gif)
Any help ?
Additionally, is it possible to get rid of the "varied ground tiles" ? i liked the look of DF with it disabled as it made the game much more readable to me, but in 50.04 i can't find the setting anymore .
EDIT : found the solution, the problem was coming fromQuotehis font is used during the initial load sequence and menus.
[BASIC_FONT:curses_640x300.png]
That i had left as it was, thinking it was only impacting the actual menu, but when i changed it to a squard tileset too (make sure to use one that is the same size as your ingame tileset or you'll see some really ugly things ingame), it immediately fixed the display of my square tileset, as you can see the dwarves aren't truncated anymore.
But it also lead to the display being indeed smaller than in 47.05 (and none of the other video settings seems to change that)
(https://i.imgur.com/5hRH6Gw.gif)
Wonder if there's a solution to not have the display smaller than in 47.05 as it makes the text even less readable ingame :/
edit 2 : oh great now the buttons do not work in the UI , looks like there's more UI problems related to those tileset proportions than i thought.
I guess I haven't been paying as close attention to the updates as I thought. Is the plan to have basically total interface parity with the steam version?
I guess I haven't been paying as close attention to the updates as I thought. Is the plan to have basically total interface parity with the steam version?It's the same game, so yes. Toady's not gonna maintain two games at the same time. That would be a waste of time.
I'd been looking forward to the regular release since I didn't gel with the new controls, plus some of the interface omissions. I'd been expecting that the interface for the regular releases was going to stay the same, and that it would just have under the hood type improvements from the work on the steam version. I'd been looking forward to doing some adventure mode and keyboard controls along with friends who'd been playing for the first time on the steam version, so I am disappointed that the new "classic" version is the mouse only version, and not really classic after all.
Are saves compatible between the Steam and Classic versions?Yes (for 50+ versions, saves from 0.47.05 and before aren't compatible with any 50+ version)
Are saves compatible between the Steam and Classic versions?Its the same game, yes.
World screen is borked somewhat:
Only the News and rumors page seems to work OK. Other screens look like this:
*image*
The switch to brown is kind of in keeping with 47.05 but that large band of Xs shouldn't be there.
Unless it's informing me of potential save corruption areas. Hey, that's handy! :)
Can you not see the huge column of red X's on the left hand side of the screen? There is no equivalent in 47.05 or 50.04 graphical version. It's just buggy garbage on the screen.World screen is borked somewhat:
Only the News and rumors page seems to work OK. Other screens look like this:
*image*
The switch to brown is kind of in keeping with 47.05 but that large band of Xs shouldn't be there.
Unless it's informing me of potential save corruption areas. Hey, that's handy! :)
There is a 'key' in 47.05 for highlighting which I assumed this was, but you can see the map in full color by selecting news & rumors. Only other thing about the world-screen is that its very if not completely impossible to see your own site/relevant selections due to the lack of the highlighting blue symbols having a "chunkyness" and not being employed when making selections of choosing a origin like on 47.05 (two side by side dwarf nations being indistinguishable on selection, especially important now it tells you about population counts) or recentering on your fort to know exactly where it is being too broad.
I don't think its entirely a huge issue or specific to the ascii derived tileset i was using before in 47.05, but i will explore if it can be adjusted to a more suitable outcome.
Can you not see the huge column of red X's on the left hand side of the screen? There is no equivalent in 47.05 or 50.04 graphical version. It's just buggy garbage on the screen.
No, I made sure to check the graphics and alternative tilesets. Just odd garbage. Is it just a one off? No-one else gets this?Can you not see the huge column of red X's on the left hand side of the screen? There is no equivalent in 47.05 or 50.04 graphical version. It's just buggy garbage on the screen.
Oh, i thought that was a army movement or something.
The solution I found for now was play with only 10x10 or smaller tilesets (like AutoReiv (http://www.bay12forums.com/smf/index.php?topic=152432.0) tilesets). Works fine.
I'm really hoping adventure mode doesn't get Giant Desert Scorpion'd. Always worries me when a feature gets removed, and honestly I actually prefer adventure mode over fortress mode.Why would he announce a timeline for updating Adventure and a menu option for Adventurer followed by talking at length about all of the updated screens and such he needs to do as he updates Adventurer if he was intending on deleting it? You really think Toady is some big scam artist? What a random thing to say...
EDIT: Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...
I get antsy about any case where something is removed with plans to readd it in the future. :<Giant desert scorpions are right here on the website. Download them put it in your game. Priority for reintroduction lower than nil.
EDIT: Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...[/color]Toady posted a modding guide in the December 2 devlog (https://www.bay12games.com/dwarves/#2022-12-02): https://bay12games.com/dwarves/modding_guide.html
Giant desert scorpions are right here on the website.Which website? A link would be helpful.
I really am surprised because "I'm really missing the old UI" is something i never thought having in mind.
But i find the (at least on "classic" as i imagine they're much better on the steam version) super small buttons on the bottom of the screen very unclear with their ascii style and much more unintuitive than the pre-steam panels with the lists.
Maybe i'm too used to the old style, after all been using this old interface since near 15 years
I get antsy about any case where something is removed with plans to readd it in the future. :<
Also uh...how do you even implement mods in this release now? The raw folder's gone. I see folders for vanilla content and installed mods, but something tells me overriding/editing existing content, especially things like updating material templates and body detail plans, will be harder now...
Not sure if I am the only one left, but I was personally really hoping that 32-bit versions would continue to be released post 0.50.xWhy do you want a 32-bit version of the game? It seems like at some point no one will need a 32-bit version any more.
Also I am very hopeful that in the following updates as things stabilize we get back to Navigation via pure keyboard. I hate having to use the mouse, it slows me down so much.More keyboard shortcuts would be nice. I think the UI changes were an overall improvement, though, even with the lost keyboard control.
Also I am very hopeful that in the following updates as things stabilize we get back to Navigation via pure keyboard. I hate having to use the mouse, it slows me down so much.More keyboard shortcuts would be nice. I think the UI changes were an overall improvement, though, even with the lost keyboard control.
It's hard not to worry when a feature gets removed, yeah. And I guess that'll give me a few updates to look into the modding guide, when I get time and energy.
Would pay for mac version D: