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Author Topic: Steam Official Announcement Thread (50.11 Edition!)  (Read 412786 times)

clinodev

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #540 on: November 16, 2023, 02:51:52 pm »

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.
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Egan_BW

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #541 on: November 16, 2023, 06:13:44 pm »

Ooh, shiny.
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DenBjornen

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #542 on: November 21, 2023, 10:11:11 pm »

Is there any hope of getting civilian alert functionality back before Adventure mode?
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Eric Blank

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #543 on: November 22, 2023, 07:25:14 pm »

Since its just a missing UI element, its definitely possible, but also not guaranteed since you can just pause/unpause burrows to direct your dwarves, which works fairly well, which means it wouldnt be high priority. DFhack also implements a widget for the civilian alerts directly, out of the box, so if you install that you automatically get access to it whenever you open the squad menu.
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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #544 on: November 23, 2023, 12:18:03 pm »

you can just pause/unpause burrows to direct your dwarves, which works fairly well

Other than the lack of urgency at which your dwarves will obey it.
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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #545 on: November 26, 2023, 01:39:50 pm »

Playing again for the first time in a while, forgot about how many features have yet to have been reimplimented since the graphical release. Sure would be nice to be able to edit uniforms and create uniforms before creating squads! Also to be able to paint burrows over multiple z-levels at a time again! And to designate up, down and up/down staircases again >_< But, I'm seriously looking forward to the release of Adventurer Mode again.
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clinodev

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #546 on: November 30, 2023, 03:15:33 pm »



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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Telgin

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #547 on: November 30, 2023, 04:13:41 pm »

I'm really liking the new portraits, and even though I'll probably never play adventure mode much, I'm looking forward to seeing these in fort mode.

I'm also glad to see a tentative date for all of this, while also hoping for some more bugfix point releases before then.
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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #548 on: November 30, 2023, 04:43:26 pm »

So glad to finally have a release date! I've always been an avid adventurer mode player so I'm really looking forward to having it back (I'm also just equally eager to see development on villains and military work resume TBH :) )
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Starver

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #549 on: November 30, 2023, 05:10:31 pm »

Regarding the grappling/wrestling...

...always rather complex.

As with elsewhere... ;)
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kitfoxgames

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #550 on: December 19, 2023, 03:25:19 pm »

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!

« Last Edit: December 19, 2023, 03:31:16 pm by kitfoxgames »
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Egan_BW

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #551 on: December 19, 2023, 08:26:17 pm »

Good to hear that adventure mode will all be runnable with keyboard. And animal people portraits!
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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #552 on: January 24, 2024, 02:49:00 pm »

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
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Telgin

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #553 on: January 24, 2024, 05:00:03 pm »

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.
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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #554 on: January 24, 2024, 05:22:18 pm »

The new deity and demigod features sound really exciting and came as a huge surprise to me. Will be curious to find out more about just what they entail.
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