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1

Steam Community Update 15 May 2024: "Patch Notes 51.01 beta14- Bartering Menus are complete"

https://store.steampowered.com/news/app/975370/view/4193492098983971176

full text:


 Hey Urists!

 We are back with another Adventure Mode beta patch with the biggest addition being the bartering menus (pictured below). Tarn has also gone in and cleaned up the towns so that stuff is properly displayed on tables instead of being all over the floor.

 

 Patch Notes 51.01 beta14
    -Added the trade/barter/demand conversation menu
    -Sites without tables in their stockpile get emergency tables for their shops for now
    -Printed tabletop items on tables, and stopped many other building items from printing on top of creatures
    -Sound off init option should work in adventure mode now
    -Adventurers are no longer unaware of their own name
    -Adventurers should no longer be sprinting/walking/etc forever when retired into a fort
    -Fixes that linux crash on the trainer menu again
    -Makes liquids/powders not spill out of containers on unretire

 -Alexandra + Bay12


2
Steam Community Update 9 May 2024: "Dwarf Fortress is 20% off"
https://store.steampowered.com/news/app/975370/view/4192365570709353341

Full text:

Hey Urists!

Dwarf Fortress is on sale on Steam at it's lowest price to date! Pick up Dwarf Fortress and the Fortress Mode Soundtrack for 20% off:https://store.steampowered.com/app/975370/Dwarf_Fortress/ . We won't be discounting this low for a while so take advantage of this deal until May 13th.

Buying Dwarf Fortress will also give you access to the public beta of Adventure Mode. We will also be patching Adventure Mode next week so stay tuned!

3
Steam Community Update 18 April 2024: "Patch Notes 51.01 and what's coming next for Adventure Mode?"

https://store.steampowered.com/news/app/975370/view/4186734162824193648

Full text:

Hello Urists!

Alexandra here with a post-Adventure Mode beta launch update. We hope you’re enjoying all the mischief and mayhem that the beta has to offer. Some of the stories you’ve been sharing have been hilarious and thought-provoking to say the least. This story:https://www.reddit.com/r/dwarffortress/comments/1c6eya2/i_accidentally_killed_a_traveler/ about stealing a shield gone wrong made me laugh a lot.

Today’s Patch

A big thank you to everyone who has been submitting bug reports to the tracker. The team already patched early this morning with some fixes:

-Fixed region map scrolling crash
-Crash fix related to multithreading


What’s Next?

In the beta, as you may have noticed, you can create a party in character generation, visit your old forts, retire, unretire, get NPC companions, take quests, fight monsters with the various melee/wrestling/ranged options, set fires, tell stories, and travel the world. Portraits are available for dwarves, humans, elves, goblins, kobolds (minus some clothing variations), animal people (no items), and necromancer experiments (no items). These portraits are in both modes on the beta branch.

These are the features and improvements we have planned for Adventure Mode, as listed by Tarn in his devlog yesterday. We plan on keeping the beta branch up till the full launch on the main branch so you’ll be able to continue to play as features get added.

Even just the first few items on the (non-exhaustive) list below might take a few weeks so you can expect the beta to last quite a bit longer than that, which unfortunately means the launch won’t be extremely soon, despite what we thought and said previously. We promise we’re looking at how to be as efficient as we can. We don’t yet have a target date for the full adventure mode launch, but you’ll know as soon as we do, and keep updating regularly.

Planned improvements, though not sure in what order they'll be attacked exactly yet:

Quest log / information screen
Butchering and crafting
Ability use, from necromancy to pet animal to spit
Composing
Motion/attack indicators
Building interactions (levers, doors, etc.)
Wrestle button
Stealth vision arcs
Better UI for stuff like going through hatches over ramps
Some other info like movement speed / encumbrance
Tracking / odor / weather / light / time etc. information
Some travel map stuff like visible armies and zooming and highlights
Minimap / map memory
Trading and bartering (and the town shops being generally a mess)
Assuming false identities
Full personality customization in chargen
Graphics and audio that didn't make it in for the initial beta release
Get Classic conversions for the new buttons etc.
The new stuff: chosen mode with deities, town improvements, dungeon improvements, healing options, and so forth


As we’ve said before, cabin building is a larger interface project, so that'll have to wait until after the rest of Adventure Mode is launched. We might also shift some of these improvements to be post-Adventure Mode launch, depending on how things look as we go. We’ll keep you updated.

The Adventure Mode Soundtrack is Available!

Also, after a bit of a hiccup on the backend, the Adventure Mode soundtrack is now available on Steam. You can even get a 10% discount on it and the other OST, if you already own the base game: https://store.steampowered.com/bundle/40747/Dwarf_Fortress_Soundtrack_Edition/

Check it out: https://store.steampowered.com/app/2937200/Dwarf_Fortress_Soundtrack_2_Adventure/

That’s all for now! We really appreciate all the support and kind words as we continue our own adventure (of development!)

-Alexandra + Tanya + Bay12

4
Steam Community Update 17 April 2024: "Adventure Mode Beta Launch🗺️ Dwarf Fortress Dev News"

https://store.steampowered.com/news/app/975370/view/4186734162819864096

Full text:

It’s time to venture outside your fortress!

The beta for Adventure Mode is now live on Steam. Create a character and freely roam the rich simulated world you have made a home in during your Fortress Mode save or start fresh in a newly generated world. Watch the beta announcement trailer:

https://youtu.be/dX2gnya3eH4

If you already own Dwarf Fortress on Steam, you will be able to play the beta. To access the beta, right click Dwarf Fortress in your Steam library -> Properties -> Betas -> dropdown list and select  "beta - Public beta branch”.  No password needed. Steam should automatically begin downloading the beta!





There’s also the whole new original soundtrack: https://store.steampowered.com/app/2937200/Dwarf_Fortress_Soundtrack_2_Adventure/ releasing very soon, with an hour of music from good old Dabu and Simon Swerwer, together again. You can even get a 10% discount on it and the other OST, if you already own the base game. The soundtrack is also available on:

🎶Bandcamp: bit.ly/4cXhR4r
🎶Youtube: bit.ly/440xljS
🎶Spotify: bit.ly/3Ul0DGV
🎶Apple Music: bit.ly/4aSep9X

Note that although you will hear versions of these songs in the game, the dynamic music system Adventure Mode uses means that the OST is the only way to reliably hear these exact compositions, as ‘baked’ by the composers.

Keep in mind this is very much a beta and still in active development. There are features from Classic Adventure Mode and planned new features that have not made their way to the Steam version yet. We will be updating the beta frequently with hotfixes, new menus, audio and art as well as fixing the inevitable bugs. Please send in your reports.

Want to discuss the beta and all your Adventure Mode trials and tribulations? Join us on the df-adventure channel on the Kitfox Discord: https://discord.gg/kitfoxgames

FAQ

How do I report bugs?
Please report bugs using the normal methods at https://dwarffortressbugtracker.com/

What’s the difference between Easy mode and Demigod mode?
Easy mode, which is available now in the beta gives you more skill points in character creation to make your party stronger. Demigod mode, which is still in progress and not in the beta right now will add tutorialization and worldbuilding.

What about my save files?
Old save files are compatible and you shouldn't lose anything.

Will the new portraits be in Fortress Mode?
They aren’t in right now, but they will be soon!

Will the new music from the Adventure Mode soundtrack appear in Fortress Mode? What about ambiance?
New ambiance and music will not be in Fortress mode for now. Hopefully someday!

Where can I get more info about what's in and what's missing from Classic Adventure Mode?
Tarn and Zach are preparing a devlog for the Bay 12 blog, so keep an eye out over there if you’re interested in diving into the rich underbelly of details.

Happy Adventuring!

-Kitfox + Bay12

5
Steam Community Update 27 March 2024: "Adventure Mode Combat part 2, Music and Art Update ⛏ Dwarf Fortress Dev News"

https://store.steampowered.com/news/app/975370/view/4183354561034471004

Full text:

Hey Urists,

It’s Alexandra from Kitfox here with a community update as well as some more Adventure Mode footage. Only a few more weeks till the Adventure Mode beta launches on April 17th! We know it's been a long wait, but we can't wait for everyone to start testing it out for yourself. Tarn made a bonus video showing the conclusion to the fight that was in the previous update. If you missed it, you can watch part 1 here: https://youtu.be/Tik2DmKCxbk

In these videos you can see the combat and conversation systems in action. Will the goblins prevail? Where did the wombatman go? Watch to find out: https://youtu.be/w4FKSepDVLA

Art Update

Artist Thea has been working on new art for the Adventure Mode beta screen! We don’t want to reveal it quite yet, but can you guess what’s depicted?

https://clan.cloudflare.steamstatic.com/images//34693670/52b413931c5bead065d7598ab810a5b3d258d773.png

Carolyn has also been creating every kind of clothing ever for the procedural portraits. Here is another series of masks, veils and head coverings.

https://clan.cloudflare.steamstatic.com/images//34693670/925fd7219ccbd18857353bd13685e2e2ec0f0928.png


Adventure Mode Soundtrack Single

We are going to be releasing a single off the brand new Adventure Mode soundtrack by Simon & Dabu. The music is going to be a bit different from the Fortress Mode soundtrack because it will capture the feeling of what’s it will be like to explore your vast, generated world. You can look forward to that in the next update.

EU Merch
 
Exciting news for European Urists! The folks at FanGamer EU have updated the store with apparel: https://www.fangamer.eu/collections/dwarf-fortress?utm_campaign=promo24&utm_source=partner It's always good to have extra shirts and coats for when yours decay.


https://clan.cloudflare.steamstatic.com/images//34693670/09a6ed51c8dd607a9cbd3261247390139d5d4fd8.png



We are going to be posting a few more updates before beta launch, so you’ll be hearing from us again soon!

-Alexandra + Bay 12

6
Steam Community Update 6 March 2024: "Adventure Mode Launch Plans and patch 50.12"

https://store.steampowered.com/news/app/975370/view/4136064865380703752


Full text:

    Hi Urists,

    We are less than a month away from April, which means Adventure Mode launch is just around the corner. Time flies when you’re developing FUN! We wanted to share our launch plans with you as they will be a little different from what we did with Fortress Mode.

    The beta for Adventure Mode will open on April 17th (Tarn’s birthday!). Anyone who owns Dwarf Fortress on Steam will be able to access the beta. Adventure Mode will fully launch a few weeks later on the main branch. We will be announcing the official release date as soon as we can.

    We hope that this will give the proper time to iron out major bugs, while giving you a chance to play right away.

    Patch 50.12

    After a few extra weeks of beta testing, patch 50.12 is finally live! Thank you to everyone who tested the update and sent in bug reports, it was very helpful. This patch brings many improvements to sorting and searching in the menus as well as a ton of bug fixes and additional keyboard support. Llamas have also (finally) achieved the status of pack animal. Here are the full patch notes:

    New stuff

- Ability to sort the lists from the creature/task menus
- Kitchen interface sorting and searching
- Work detail sorting and searching
- Can edit and restore default work details
- Saves can be sorted by world and folder on the title screen
- Keyboard support for many unit lists
- Ability to designate burrows over multiple Z levels

    Major bug fixes

- Additional statue graphics- Fixed some classic building interface lights

    Other bug fixes/tweaks

- Squad assignment now lists already assigned units last
- Fixed error in calculation of bridge support
- Fixed issue in how environment-appropriate work animals are selected for visiting fortress
- Fixed missing autopause tooltip
- Additional miscellanous optimizations
- Fixed minor issue with forest variant display
- Fixed clipping issue on unit sheets
- Fixed minor issue with cage contents display
- Fixed pet list display on unit sheet rarely skipping a pet- Llamas are pack animals now

    There will be lots more Adventure Mode news coming in the coming weeks, including a part 2 of the combat video from last time.

    -Alexandra + Bay 12

7
Steam Community Update 22 February 2024: "Adventure Mode Combat Demo Video ⛏ Dwarf Fortress Dev News"

https://store.steampowered.com/news/app/975370/view/4163085355271096006

Full text:

Hey Urists!

It's Alexandra here from Kitfox with a long-awaited video update from Tarn! It's our first footage of Adventure Mode and you will see combat, the new dialogue system and a few menus in action. I don't want to give too much away so just watch for yourself: https://youtu.be/Tik2DmKCxbk

In the video you can hear some ambient sounds, but there are still many more sound effects we are adding to the game so it's very much a work in progress! We will have another update coming soon with patch 50.12 which is still in beta right now. We needed just a bit more time to squash all the bugs!

Discuss the video with your fellow ursists on the Kitfox Discord: https://discord.gg/kitfoxgames

- Alexandra


8
Steam Community Update 24 January 2024: " What's Adventure Mode and What's Left To Do? ⛏ Dwarf Fortress Dev News"

Full text: https://store.steampowered.com/news/app/975370/view/3973931474165976101

The Adventure Mode update is approaching, so let's talk about it, and the upcoming year more broadly.

WHAT IS ADVENTURE MODE?

In the way the terms are usually used, Adventure Mode is something like a computer roleplaying game or a traditional roguelike, but it doesn't follow the expected contours. You control a character or party and set out into the generated world. The characters you've read about on Fortress Mode wall engravings are out there, as well as the cities and goblin towers. Making the entire world come alive has been a massive project to tackle alongside Fortress Mode over the decades, and to this point we've explored some avenues more than others. It's a wholly unique, rough experience that can be compelling as well as frustrating.  Here is just a small sample of the art for the procedural portraits and clothing with different species done by Carolyn:



There's no storyline per se, but you can...

Fight: If you've read some Fortress Mode combat logs, you know part of what to expect. Combat in Adventure Mode is turn-based, and you can aim at body parts and wrestle as you see in those logs, with even more detail. Ever tried to convert your entire Fortress population into necromancers or vampires? Nothing will stop you from seeking these things out as an adventurer (why not both?), and using your new powers as you see fit.

Roleplay: Play as an animal person and ride around on a giant animal with a small animal on your shoulder and another animal running alongside. Dance in a meadhall or under the earth. There are even bandits and giant rats if you are feeling nostalgic. Or you can offend the gods and become a giant rat for a week, or offend a mummy and become cursed for the rest of your miserable short life.

Explore: Visit your old fortresses, or retire in a town and recruit yourself later. See the world to its full extent, from the glaciers to the deserts and jungles, from the kobold caves and night troll dens to minotaur labyrinths. Face the demon emperor of the goblin civilization on their home turf and use ancient knowledge to bend them to your will. There are really quite a few things to do.

SANDBOX PROBLEMS

These possibilities lead to difficulties which aren't atypical in games these days. Sandbox games are undirected, and the sandbox can have cracks. Adventure Mode is no exception. It's a large sandbox with large cracks. Some problems we've noticed from previous Adventure Mode iterations:
- You won't always get the reactivity you expect to your accomplishments and from your actions.
- Characters can have a cookie-cutter feeling to them.
- It can be hard to find the information you need to pursue a goal you've chosen.
- Battle is merciless and it isn't simple to heal.
- Some aspects of towns are thrown together and shops aren't satisfying.

These problems are well-known; most are the starting point for games that operate in this mode. Some are easier to tackle than others.

WHAT'S LEFT TO DO?

As with our earlier work on Fortress Mode, the goal is to update the existing visuals and interface and also make the game more approachable for new players. A lot of the graphics carry over from Fortress Mode, and the menus are generally less complicated, which is good. On the flip side, tackling the new player experience is somehow even harder this time around. There are all kinds of ways to handle it, and we've chosen a way forward that's consonant with our overall goals for Dwarf Fortress.

There are several menus left to tackle. The information screens and character generation are the main remaining bits. Carolyn is drawing a ton of combat icons that came up for wrestling and striking (so you can target toes with your crab pincers), so we don't have combat menu footage yet. We're also adding combat animations!




Before any Adventure Mode update, we need to:
- do some basic cleanup in the human towns, with how shops and other buildings handle items and furniture
- clean up how property is recognized
- generally tighten up the city side of the experience to give the new player some grounding
- old adventure menus must also be fully converted for mouse + keyboard
- the graphics and audio must be complete

This is probably a good time to mention that there will also be a whole new full soundtrack released alongside Adventure Mode by Simon & Dabu.

We're still aiming to release all of this in April -- that's only three months away! The cabin building aspect of the game may or may not make it in, since it's complicated. If it doesn't make the first update, it will be in the second feature update.

We think it's more important that we immediately, directly address the new player experience.

DEMIGODS AND TUTORIALS

Adventure Mode suffers from the sandbox frustration of feeling lost and aimless. Adventure Mode has had three difficulty levels up to this point: Peasant, Hero, and Demigod. These affected your starting statistic point pools in character generation - the more elite-sounding levels are easier, not harder, reflecting the power of the character. We're turning Demigod difficulty into both a tutorial mode and an avenue for us to improve magical aspects of the fantasy setting generally. Peasant will remain the pure sandbox old players are used to. Hero balances these approaches, easing some of the difficulty of finding companions and quests.

Demigod characters will receive instruction and ongoing help from their patron/parent. All difficulty levels will benefit from changes to deities, but sandbox characters will have to find their own ways to interact with them, at their own risk. We'll also:
- tweak the Hero level encounters with gods to something that strikes a balance again, leaning toward a more epic feeling
- expand dungeons and temple relic hunting to facilitate more direction for Demigod characters
- provide more healing options

Again, other difficulty levels will be able to interact with these pieces of the world as well, on different terms.

MYTHS AND MAGIC

People that have been following Dwarf Fortress development these many years will recall both the current cosmology of the game in these changes, and perhaps wonder about the aspirations we have toward proceduralizing the entire setup (including the existence of gods and how and whether magic works). We're going to use this opportunity to set the stage for the new framework, to be expanded upon in the future.

Siege improvements (he he he), investigations of villains, the ability to lead criminal networks, and other features that were in the air before we made the transition to the Premium version are not forgotten either, and we'll be seeing about working on these after the initial Adventure Mode update.

WHAT ABOUT MY FORTRESS?

Where does Fortress Mode fit in? First, we have an update with bugfixes coming in the next week or two (thanks Putnam!).

But on top of the ability to explore and visit your old fortresses, Fortress Mode at the very minimum will see these benefits with the initial Adventure Mode update:
- the addition of portraits
- that whole new soundtrack I mentioned earlier
- site map visuals on embark

Forts will also eventually have access to the new healing methods, and the new deity improvements through temples, but implementing those connections might occur in a subsequent update, since the hospital in particular is complicated to change. It's exciting because magical healing methods will be fully procedural, and connecting that sort of system to Fortress Mode has been a long-standing dream of ours.

Finishing Adventure Mode will also allow us to get back into regular Dwarf Fortress development, where most subsequent feature updates will either center on or impact Fortress Mode, while Adventure Mode and Legends Mode continue to evolve in parallel.

- Tarn and Zach

9
Steam Community Update 19 December 2023: "Adventure Mode Menus, Arena Update ⛏ Dwarf Fortress Dev News"

https://store.steampowered.com/news/app/975370/view/3905247944470952742


Full text:

Hello and Happy Holidays!

Now that we have our April release month, we'll follow the roadmap to get there. If you missed the Adventure Mode roadmap, you can read it here: https://store.steampowered.com/news/app/975370/view/3753244942577557600.  Part of this involves menus!



So far, we've managed the environment/ground menu, the climb/hold menu, the jump action, conversation menu and the inventory menu, with combat actions and options up next.  The Adventure menus can be fully operated with the mouse or keyboard, or whichever mix works for you, which is why you still see traditional roguelike letters next to each item.

You can also now click in the play area to open up a context menu for the tile, which gives all of the possible options, whether those are environmental options, movement options, conversation options, or the upcoming combat actions.  As with Fortress mode, there are lots and lots of things you can do, so this should help you get a handle on the possibilities that you can also find down in the menus.

We've also reenabled the "Assume Control" option in the Arena for April.  This lets you take control of a creature that you've placed in the arena so you can jump into the action yourself in Adventure Mode's turn-based combat rather than running the fight in real-time Fortress mode style.

Jacob has been working on statues most recently, Carolyn has been adding more features to portraits (like clothing quality and variations), and Neoriceisgood has been making more animal person portraits for all of the animal person portrait fans out there! Here are the varations for the breastplates as well as the Walrusman portrait:




See you all again in January with more updates as the work continues.


-Tarn + Kitfox Games

P.S. Special happy holidays from the Bay 12 dogs: Jojo, Una, Sun Bun and Sam!


10
Steam Community Update 4 October 2023: "Adventure Mode Roadmap 🗺 Dwarf Fortress Dev Update"

https://store.steampowered.com/news/app/975370/view/3753244942577557600

Full text:

Hello!

We are here with a brand-new development roadmap outlining our plans for Adventure Mode and updates to Fortress Mode. Please keep in mind these are estimates. We do have a date in mind but we’re not quite confident enough to announce it yet. All we can say right now is “not this year”, but hopefully we’ll have more specifics soon. We know you’ve been waiting patiently, and we are working hard.

We will be building on the Adventure Mode framework that already exists. This is exciting because everything is working as intended and we “just” need to add the interface and graphics, which will take us some months.

Here’s the plan for how we get to Adventure Mode release, hopefully not-too-late next year:

To Start

First, the basics, which will let us actually see what’s going on at all in the new art style.
  • Travel map - we have the world map, but sites need hundreds of sprites to match up with the ASCII that shows individual streets etc. We’ll be iterating on this until launch.
    Main interface layout - similar to Fortress Mode, there are tile-based actions, information menus, and other actions like travel. There’s also a day-night cycle and we’ll have a minimap this time around.
    Procedural portraits - we need to implement Carolyn’s great portraits for the humans/elves/dwarves/goblins/kobolds, and also get animal people displayed. Every animal person!



Once we have this framework, we’ll just start doing the actions and menus one at a time. Full keyboard and full mouse support for all play styles. Actions are challenging because they can be initiated by clicking the play area, through buttons and hot keys, or by accessing a full list. There must be several ways to perform the same action based on context, play style, and input method. Can you guess what the buttons below do?



Major Features

These are the biggest-risk items, each of which hopefully isn’t more than a few weeks, but it’s hard to say since they each have multiple sub-systems and open design questions to be solved between code and art.

  •     Inventory - equipping items and containers are the trickiest parts here. You can wear multiple shirts and nest containers as deep as you like, and the new interface will have to handle this with both keyboard and mouse support.
        Combat (striking and wrestling) - wrestling will be a bit of a doozy, as there’s a lot of physical/anatomical complexity that we’re not sure how best to communicate
        Conversations - this includes supporting the current Adventure Mode system of interleaving speech and actions, and having three or more participants in conversations
        Character generator - you can make a whole party in Adventure Mode and the character creation options are complex. We have to update this system.


More!

These are individually much less complicated and risky than the above, but still have lots of little fiddly bits to keep us busy.
  •     Status screens - wounds, skills, needs etc. There is a lot of information about every character, similar to the dwarf sheets in Fortress Mode.
        Journal screen (quests and knowledge) - we may integrate this with Legends Mode because they are very similar.
        Crafting and other powers - Adventure Mode is highly moddable and we need to support vast menus of magical powers and other abilities. Pet any animal!
        Various small menus/actions (“widgets”) - stealth, movement, tracking, odors, party controls, combat options, etc.
        Audio integration - the audio designers are working in parallel with us and we’ll be adding a whole new soundscape for Adventure Mode



Cabin building wasn’t properly feature-rich in the classic Adventure Mode. We’d love to expand on it, but it’s definitely more optional to the Adventure Mode experience than the above features and systems. We have the new Fortress Mode interface which will help a lot, but we may do it after launch if it becomes too complicated.


Ongoing Fortress Work

Work on Fortress Mode will continue in parallel with Adventure Mode. We’re reading the bug tracker and also have some content ideas which will complement Adventure Mode well. More on this later!


FAQ

Q: Will the game be localized/translated to my language?

It is difficult due to the procedural sentence constructions used throughout the game. Our best suggestion at this time is to use auto-translation tools for text on screen, which has been helping some users. We are investigating translation options behind the scenes but it’s very early stages.

Q: How can I report a bug?

You can track and report bugs on our MantisHub: https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2

We know that this system isn’t working very well for our helpful bug wranglers though, so we’re looking into rolling back into the old system soon, in the hopes that we can rejuvenate the bug-hunting community like days of yore. We have double the code resources that we used to, but also ten times the bug reporters, so we’re still finding our feet to figure out how best to maximize this power. Please be patient.

Q: What about the Mac version?

Because of all the work that needs to be done for Adventure Mode, we won’t be able to start development on the Mac version until after its release, at the earliest.

Q: When are Steam Achievements coming?

We will consider implementing this after Adventure Mode. Several of the achievements will likely link the two modes together so it’s best to have these systems in place. The main problem with Achievements is that they also need to be a new ‘living’ system alongside all of the other features, and we’re not sure it’s a good idea for people to feel they have “100%ed” the game based on what’s essentially an arbitrary list of tasks. We’re considering it, but haven’t decided yet, and will come back to the topic after Adventure Mode.

-Kitfox Games + Bay 12 Games

11
Steam Community Update August 17 2023: Linux Mode, Reports and Gamescom news

https://store.steampowered.com/news/app/975370/view/3660916710568153375

Full text:

Hey Urists,

A short update this week as we prepare to  head to Germany for Gamescom. While art and audio and other developments for Adventure Mode continues, we also have two much-anticipated updates coming soon(ish) for Fortress Mode.

The Linux version is almost ready, and in about two weeks we will be looking for beta testers, after Tarn gets back from Germany... in fact, it's already on the beta branch!

A patch in the works will also soon give you the ability to view all reports, pausing when a new announcement is added, and viewing a particular creature’s reports.



I also heard rumors of giant animals, but those must be further off on the horizon. I guess I can already see them coming because they’re so big.

Kitfox will be at Gamescom this year with Dwarf Fortress, Caves of Qud and the soon-to-be-released Six Ages 2: Lights Going Out. Tarn Adams will be at the Kitfox booth from 2-4pm every day of the show to meet you! You can find us at booth 91 in the Indie Arena Booth. We can’t wait to meet you in person!



We are also hosting an after-party on Thursday August 24th from 6-10pm. Join us for an evening on the Rhine with food, drink and tavern tales among Urists. Meet Tarn and pixel artist Carolyn (ask her about procedural faces!). For tickets: https://www.eventbrite.ca/e/dwarf-fortress-gamescom-after-party-tickets-694071375167?aff=oddtdtcreator


So that’s all for now, but you should be seeing another update real soon!

Alexandra



12
Steam Community Update July 19 2023: Procedural Faces + Adventure Mode Progress

https://store.steampowered.com/news/app/975370/view/3660914173080246172?l=english

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Hey Urists,

It's Alexandra here from Kitfox with a seasonal video update from Tarn. We have updates on the art and programming side of development as Adventure Mode work continues. Watch the full video on Youtube: https://www.youtube.com/watch?v=6s5uijK6_6A

One of the most exciting new updates is that we have started creating procedural dwarf faces. This means that a dwarf's appearance will reflect the personality from their description. Here are some of the prototypes that our artist Carolyn has been making:



Watch the full video to hear about updates to Adventure Mode, the Linux version and to see a Giant Capybara!

We are also working on a new beginner-friendly tutorial series with Dwarf Fortress creator BlindiRL. We have a complete starter guide and a tutorial on making wells with more to come. It's never been easier to learn how to play Dwarf Fortress! Watch on Youtube: https://youtu.be/a_oKQDSWw-s

To discuss all the latest with your fellow urists, please join our Discord.

-Alexandra + Bay12



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Hey Urists,

Alexandra here with a big community update but first, a dev update from Tarn:

(Last) week has been going well! The experimental SDL2 branch is stabilizing after a few patches, and this should pave the way for some speed increases as well as the Linux and Mac versions. Putnam got me through setting up the Windows Subsystem for Linux and it's mostly playing nice with everything, so there's some hope that I'll just be able to compile from within MSVC itself to make the Linux builds.

We're having our first meeting for the adventure mode sound effects tomorrow, and I'll need to get an adventurer running around soon for that and for upcoming artwork, so that's a simultaneous thing going on. And 50.09 is also in progress - the return of the game log and we're working toward report/announcement persistence and some archery fixes/changes as well.

Dwarf Gear

We are so excited to share that the Dwarf Fortress FanGamer collection is now live! There is a very metal shirt, a pint glass with a fort design and a high-quality pin to represent your love of all things dorf. This is the first wave of the collection so expect to hear more merch news in the future!



Tarn and Zach say, “If you think losing is fun, buy this shirt. You’ll look like a total loser… and win!”

Store link: https://www.fangamer.com/collections/dwarf-fortress

Tarn and Zach on Stream



For those who missed our 10th anniversary stream, we have uploaded the VOD to Youtube. Watch Tarn and Zach review a community -made fort live and hear them answer some of chat’s questions along the way. Watch: https://youtu.be/svx5_98F3vM

Dwarf Fortress at Gamescom 2023

Attention European Urists! We are coming to Cologne, Germany for Gamescom from August 23-27th and are looking for volunteers with convention experience who want to help out at our booth. If this is something you’d be interested in please email me at alexandra@kitfoxgames.com (Bonus points if you speak German)

Sheet Music and Tabs

The composer of the Dwarf Fortress soundtrack, Dabu is working on some exciting but secret new things for Adventure Mode and more. In the meantime, we wanted to share the tabs and sheet music for Strike the Earth! Looking forward to hearing your covers!

Sheet music and tabs: https://drive.google.com/drive/folders/1o9FVaX97mVxPNNOK4IMC-c6EcgUG-9uW?usp=share_link


-Alexandra

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Steam Community Update May 2 2023: The babies are here! Patch notes v50.08

https://store.steampowered.com/news/app/975370/view/3683424562655660575?

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Hey Urists,

Today's patch features the much-anticipated baby update including sprites for children and babies for many of the creatures and outdoor plants. This also includes dragon hatchings! How cute! Other important fixes for buckets and refuse stockpiles.

New stuff
  • XML export is back in legends mode.


Major bug fixes
  • Cleaned out lingering data from autosaves and manual saves that could cause corruption if multiple worlds were active.


Graphics additions/changes
  • Added graphics for many child/baby creatures.
    Added hatchling state for dragons.
    Added crop/sprout pictures for outdoor plants.
    Added outdoor sapling graphics.
    Added palettized boulders.
    Ice wall graphics updated.
    Smooth ice wall graphics added.
    Added more fortification images to indicate direction and material.


Other bug fixes/tweaks
  • Stopped dwarves without working grasps from trying to get goblets to drink, failing, and dying of thirst.
    Allowed most water-based jobs that use buckets to use partially-filled water buckets in addition to empty buckets.
    Made stocks screen open faster.
    Made all stockpiles not include the refuse option.
    Stopped refuse piles that also have armor/finished good settings from degrading contents.


-Alexandra

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Baby Update Preview 👶 Dwarf Fortress Update News

Everything will be baby

https://store.steampowered.com/news/app/975370/view/3682294856281092000

Hey Urists!

It's Alexandra back again for another update from the Dwarf Fortress team! Tarn and Zach will be at GDC and PAX East while the art team have been busy the past month working on baby sprites for dwarves, animals, plants and monsters.   
 
The Baby Update

 
This might be the cutest update we ever have for Dwarf Fortress. Every living thing will be getting a baby form (and in some cases, child forms). This will make it much easier to identify units and what stage of life they are currently in. We know this is especially important for child dwarves who are currently depicted as adult dwarves with red shirts.

Here's a sneak peek at some of the sprites:


There’s still a few more sprites to do so we don’t have an exact ETA on the baby update but we will know more in the coming weeks! We really appreciate your patience between these updates as Tarn and Zach finish with their post-launch work. 
 
PAX East Party and Panel

We are going to Pax East with Tarn and Zach and if you’re going to be there Friday and Saturday, you won’t want to miss our Dwarf Fortress events!

There are tickets still available for our after party on Friday March 24th. There will be food, drinks and games and you’ll be able to meet all of us!

RSVP on Eventbrite now to avoid disappointment: https://www.eventbrite.ca/manage/events/567073541227/details

Tarn and Zach are hosting a panel about some of their favourite games on Saturday March 25th Learn about the design inspirations that led to the creation of Dwarf Fortress and get the chance to ask the brothers your questions!




For those who are unable to attend Pax East, the panel will also be streamed on https://www.twitch.tv/pax2. We will also make sure to upload the VOD to Youtube when it’s available.

We will see some of you next week so until then!

-Alexandra

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