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Messages - clinodev

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1
DF General Discussion / Re: Future of the Fortress
« on: February 04, 2024, 01:53:30 am »
Ah shoot, just missed him.

Hey Toady! I assume by the time you read this the bug tracker will be fixed; but in future, who should we contact/how should we let somebody know when the bug tracker is broken?

It's out of temp space & preventing any new bug reports

lethosor and myk002 have been on making reports about the tracker issues, but messaging any mod on the Kitfox Discord would probably work out pretty well if there's a sudden change in bug tracker status. There's a Kitfox employee assigned to managing it.

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https://steamcommunity.com/games/975370/announcements/detail/3880475983255753767

Full text:

Adventure Mode is coming April 2024
Venture beyond your fortress
Urists Rejoice!

As you may have seen on the PC Gaming Show today, we're announcing that we have a release month for Adventure Mode which will be coming April 2024! Watch the brand new trailer with the first ever footage of Adventure Mode in action:

https://www.youtube.com/watch?v=fz1e5y4Ipzc

For those who don’t know, Adventure Mode is the RPG mode of Dwarf Fortress, where you can 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.

    Characters in the world will now have a face. A dwarf’s appearance will reflect their description, from wounds to clothing to hairstyle. This is possible thanks to the game’s procedural portrait system based on the beautiful pixel art from Carolyn Jong we’ve been showing off in the art updates. This feature will also be coming to Fortress Mode.

    We've already shown off the dwarves and the elves but here is a look at goblins and kobolds:





    Thanks to a new interface, Adventure Mode brings rich conversations with characters! This will help you bond with your unique party of adventurers and add weight to the stories they create in your world.

    Combat in the game will also see a visual and mechanical revamp with updated wrestling mechanics. This will encourage those who may have in the past avoided grappling, to maybe look forward to a tussle. It will also spice up your adventures out in the wild and another exciting layer of engagement with their world. Fight as an individual or control your whole party in tactical mode.

    The world map while in Adventure Mode will also see a change, with important landmarks such as roads, towns, and homes being much more easily visible.




Adventure Mode holds limitless possibilities for player stories: Write a poem and recite it in front of unsuspecting tavern-goers, join the group of hearth warriors of a local village to solve local problems, rob a tomb and become cursed by a mummy. This and so much more!

We also remain busy working on Fortress Mode in parallel to development on Adventure Mode and look forward to sharing an exact date for Adventure Mode when ready. In the meantime we will continue to update you on our progress. As we get closer to launch we will be releasing tutorials and other videos for more gameplay action!

As usual you can discuss the update and follow the news in the Kitfox Discord. We have an Adventure Mode channel, in-depth bug discussions, and it's the fastest way to find out about our Dwarf Fortress livestreams!

-Kitfox + Bay 12 Games

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https://store.steampowered.com/news/app/975370/view/6939545579750546889

Full text:

    First Look at Adventure Mode + New Bugtracker and more!

    New Merch and European Storefront

    Hey Urists,

    It’s been a little over a month since our big Adventure Mode Roadmap. If you haven’t had a chance to read it yet, go ahead and do that here. Since then, we’ve been working on a ton of new procedural portraits for goblins, kobolds and animal people which will be added to both Adventure Mode and Fortress mode. Soon you will be able to stare into the face of every single being you encounter in your fort or, bring them along with you in Adventure Mode. Watching humanoids slowly go insane from sobriety or die of dehydration was never so personal.

    Here is one of the first screenshots from the new Adventure Mode, featuring an ambitious hippoman at a tavern. Maybe you can convince him to join you on your party? We also see the Adventure Mode UI coming along with your character’s portrait in the bottom left as well as all the new buttons for the various actions you can do.

   

    Below, we also have a first look at the Adventure Mode world map. As you can see, towns are represented in much more detail including roads, farm plots and homes. The little shield acts as the marker for your party as you move through the map to reach new points of interest.

   

    We will have more to show with Adventure Mode as well as a more accurate release timeframe in a couple of weeks. If you're curious to pore over the little pixel icons and implications, Blind did a little livestream grilling Tarn and Zach over the Adventure Mode details, so check that video out here.

    New Bugtracker

    We are happy to announce that we have a new bugtracker ready to go! The bug tracker has now migrated to a new domain with the old account system for reporting and commenting. The previous address and email reporting will no longer be used, so please update your bookmarks and follow the new instructions here: https://bit.ly/3R2d9t5

    Thank you to everyone for your patience and willingness to help to squash all those pesky bugs!

    New FanGamer Merch + European Store

   

    New Dwarf Fortress merch has arrived to FanGamer as well as select items on the FanGamer Europe store. We have the vinyl soundtrack, a journal designed to document your favourite forts, a giant desk mat and a hood with customizable menacing spikes! And European Urists can finally rejoice because you can now pick up the vinyl, journal, desk mat and pin on the European storefront, at least until they sell out:

    Wave 2: https://fanga.me/r/dwarf-fortress-wave-2

    FanGamer Europe: https://www.fangamer.eu/collections/dwarf-fortress

    That’s everything we have for this update. Thanks for reading! In a couple weeks will have some very exciting Adventure Mode stuff to show off and a more accurate timeframe for the release!

    -Alexandra

    P.S.

    Our friends at Freeehold Games just released one of the biggest Caves of Qud patches ever yesterday! It’s been a year in the making and features a ton of new content including new boss fights and factions as well as the next leg of the main quest and HUNDREDS of new visual and audio effects, plus improved Steam Deck controls. Now is the best time to pick up Caves of Qud or return to it. You can buy Caves of Qud in Early Access and read more about the update on Steam or watch the trailer.

4
Steam Community Update 3 October 2023: "Fixes for Linux and Tutorial- Patch Notes for 50.11 (October 3, 2023)" 

https://store.steampowered.com/news/app/975370/view/3753244909556346261?l=english

Full text:

Quote
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

5
Steam Community Update 19 September 2023: "50.10 now live: Alerts, ammo, food, and Linux"



Full text:

50.10 now live: Alerts, ammo, food, and Linux
Plus a bit of Adventure Mode insider info...
Here's the long-awaited 50.10! The game is now available for Linux, and this patch has some needed updates, like the ability to look at old alerts, ammo that works when uniforms are changed, and soldiers that don't hoard rotten food in their rooms.



We're going to continue now on parallel tracks. The main work will be on adventure mode. There should be more to show there soon as we get the site travel images in place and get the character running around the world again. Putnam has been working on some interface changes that should allow us to more support the keyboard/mouse interface options as we go, which I know is concerning for some people. It has taken longer than we expected to get the ball rolling generally on adventure mode, but the time ahead is clear now and we're optimistic it'll go smoothly.

We've also got more work to do back in fort mode. Some form of the full ammunition control system needs to come back for instance - we'll continue with patches like this one as we go.

As some of you might have seen on beta, here are the full patch notes:

New stuff

    Can view all alerts, including old ones that have been dismissed
    Can view combat reports from creature sheets
    Can pause combat reports whenever new events are added
    Added crash logging
    Can now play the game on Linux




Major bug fixes

    Fixed crash from removing zone with assigned unit
    Fixed multithreading crash related to announcements
    Fixed a potential crash issue with monarch arrival and made them provide more wagons properly
    Fixed potential crash related to certain traveling creatures
    Ammo assignments are updated properly when changing uniforms
    Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)




Graphics additions/changes

    New stone ramp graphics




Other bug fixes/tweaks

    Made creatures more able to get out of trees
    Sped up mid-level map retrieval (helps slowdowns on large world embarks)
    Optimized relationship lookup for socializing dwarves
    Fixed out of bounds issue with wheelbarrows
    Stopped music mods from throwing error when making a new world
    Fixed crash when there's an invalid language (mods)
    Made broker leave depot when last wagon leaves instead of first



Have fun!
Tarn and Zach

P.S. from Kitfox:
Although Tarn had covid and sadly had to miss it, the procedural generation panel we organized at PAX West features three game designers discussing various Dwarf Fortress systems and others. It's insightful and brilliant! Watch it here on YouTube, though I'll warn the visuals aren't very compelling, so maybe think of it more like a podcast. Enjoy!




6
DF General Discussion / Re: Future of the Fortress
« on: September 18, 2023, 01:32:05 pm »

The other thing to consider is that even with an itch.io purchase, it's likely that activating the Steam key results in Steam getting a small amount of money (likely in the $5 range if my information is correct).  So if you want to avoid giving money to Steam, then best to stay away from it.


Moral issues aside, developers don't pay for Steam keys, they're provided for free (as a means of maintaining customer lock-in).

They don't even ask questions until after you've requested 5000 keys, and it's perfectly fine for the developer to sell them.

7
DF General Discussion / Re: Future of the Fortress
« on: September 15, 2023, 03:42:08 pm »
Early on, Kitfox said that that the two purchase methods were about equal, as Steam would get much more attention to the game, while itch.io would provide more income.

The game was a fantastic success on Steam, but it's not likely to be a top 5 game showing up on the front page until some future super update, so an itch.io purchase is probably objectively better at this point in time for everyone.

An itch.io purchase also includes a Steam key, providing access to the betas and the Steam Workshop

8
DF General Discussion / Re: Future of the Fortress
« on: September 13, 2023, 02:51:56 pm »
So sorry for your loss!

9
Steam Community Update 12 September 2023: "Beta Branch Patch Notes v50.10 Fixes for some of your most requested issues!"

https://steamcommunity.com/games/975370/announcements/detail/3693570314255962426

Full text:

Beta Branch Patch Notes v50.10 (Sept. 12 2023)
Fixes for some of your most requested issues!
Hi Urists,

We have an update to the beta branch with some of your most requested fixes including the ability to view all alerts and a fix for archer ammo. You can look at your old alerts now, and you can also view combat history from a creature's sheet and advance through it one step at a time if a combat is active.

Ammo should work if you've made custom uniforms for archers now. Soldiers shouldn't hoard rotten food in their rooms. Lots of crash fixes and some more optimization. There's also a potential fix for dwarves being stuck in trees but it needs more testing to see how effective it is. All of the following updates are going on beta first so we can figure out what kind of problems will arise before we move over to the main branch.

Thank you to everyone for being so patient with us as we get back to full strength!

New stuff

    * Can view all alerts, including old ones that have been dismissed
    * Can view combat reports from creature sheets
    * Can pause combat reports whenever new events are added
    * Added crash logging



Major bug fixes

    * Fixed crash from removing zone with assigned unit
    * Fixed multithreading crash related to announcements
    * Fixed a potential crash issue with monarch arrival and made them provide more wagons properly
    * Fixed potential crash related to certain traveling creatures
    * Ammo assignments are updated properly when changing uniforms
    * Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)



Graphics additions/changes

    * New stone ramp graphics



Other bug fixes/tweaks

    * Made creatures more able to get out of trees
    * Sped up mid-level map retrieval (helps slowdowns on large world embarks)
    * Optimized relationship lookup for socializing dwarves
    * Fixed out of bounds issue with wheelbarrows
    * Stopped music mods from throwing error when making a new world
    * Fixed crash when there's an invalid language (mods)
    * Made broker leave depot when last wagon leaves instead of first

10
Steam Community Update 5 September 2023: "Tarn is back in action! Almost there!"

https://steamcommunity.com/games/975370/announcements/detail/3693569075491422858

Full text:

Tarn is back in action! Almost there!

Misfortunes aplenty, but still, a patch approaches

Hey folks!

Tarn is back from Germany and covid positive! Even a week later! Ouch! Thanks to all of you who visited Tarn at Gamescom. Despite the illness, it was rejuvenating to meet a continent of fans and watch people build succession forts at the booth. Putnam continues tinkering and improving, but in terrible luck, Tarn & Zach are also dealing with a family emergency that unfortunately continues to worsen.

But the good news is that a patch is incoming, as promised, just a bit behind schedule. Tarn is back at work, mostly recovered, fixing bugs and implementing some new graphics you should be able to see by early next week at the latest.

Stay safe and vaccinated!

Kitfox & Bay 12

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DF General Discussion / Re: Future of the Fortress
« on: September 04, 2023, 08:38:27 pm »
Hope you're feeling better!

I wonder if you could give us a quick "near term" summary of the things you plan on working on for the next 2 months or so? Not asking for any predictions of what will get done, just a plan like we used to get in the DevLogs of what you'd like to work on!

12
Exciting times!

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DF General Discussion / Re: Future of the Fortress
« on: August 09, 2023, 03:28:25 pm »
When will the merch be available in Europe?

I had asked Alexandra Orlando at Kitfox about this a few days ago, and she messaged Fangamer (the merch company), and just got a reply.

Long story short, it's in the works, but there's no fixed date. It sounds like it depends almost entirely on Fangamer.

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DF General Discussion / Re: Future of the Fortress
« on: July 03, 2023, 04:54:54 pm »

2) What is the nature of the code-sharing deal you worked out with the DF hack team? Are you taking precautions against potential copyright issues?


I think the short answer here is that there's no code-sharing deal with the DFHack team.

For about a year now there's been a very small testing group that get an early release to bug test, and then what will be the public beta a couple days early. More recently, members of the DFHack team are in that testing group, so they can prepare for releases, and Tarn and Putnam are pretty accessible in that chat for specific issues that come up.

Nevertheless, they're almost entirely only getting a few days early access to public releases. I think it's underestimated in the community just how very good the core DFHack team is at putting things together from the same releases everyone else gets. Early access lets them release very close to the public release time.

Any access to actual code appears to be limited to occasional small snippets, but it having Putnam available (who's historically been active in DFHack) to explain this or that has probably helped a lot.

I'm not part of the DFHack team but I'm in testing, so it's possible I've messed up some small detail, but that's how it works in general.

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DF General Discussion / Re: Future of the Fortress
« on: June 04, 2023, 04:53:50 pm »
He's fine. He's been traveling and anticipates posting on the 5th or 6th when he has access to the new Report numbers.

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