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Author Topic: Dwarf Fortress 53.02 Released  (Read 927 times)

Toady One

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Dwarf Fortress 53.02 Released
« on: November 03, 2025, 03:05:48 pm »

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Release notes for 53.01 (November 3, 2025):

This is the Siege Update.  Invaders should cause some more trouble now.  Aside from a few minor things mentioned below, you don't have to create a new fort or world for this update.

We've done about half of the possible changes we were contemplating on the roadmap and we will certainly be doing some more, especially the magical stuff, as work continues.  This update is a nice self-contained improvement for regular siege behavior, so we're posting it without further delay.

Siege update - Attack
   (*) Invaders can build stairs and floors.
   (*) Invaders can break down constructions and many blocking buildings
   (*) Invaders can bring battering rams to bash through constructions and buildings.
   (*) Invaders can dig through natural walls (including trolls with great picks in new worlds.)
   (*) Invaders can be lead by historical military-related position holders.
   (*) Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.
   (*) Invader army composition is more varied, and invaders have different behavioral roles.
   (*) Invader can be more skilled and have better equipment.
   (*) Invaders can free their caged companions.
   (*) Goblins use more of the underground creatures (in new worlds.)
   (*) Flying invaders and invaders with flying mounts behavior improved.
   (*) Invaders enter over a wider edge width.
   (*) Difficulty settings allow you to change invader behavior and add restrictions.

Siege update - Defense
   (*) New bolt thrower siege engine.  These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.
   (*) Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.
   (*) Boulders thrown by catapults explode on impact, ejecting sharp rock shards.
   (*) Reinforced walls can be made with two building material and one metal per tile.  These are much more resistant to damage.
   (*) Materials of constructions and buildings matter more for damage amount.
   (*) Siege operators aren't as quick to abandon their positions.
   (*) Added siege operator default work detail (in new forts.)
   (*) Made fortress patrollers more careful to hit the nodes of their routes exactly.
   (*) War dogs should stay with their masters when their masters have squad orders.

Audio updates
   (*) New song Danger Room!  Plays in the lively tavern.

General updates
   (*) Made carrying of the wounded more reliable.
   (*) Fix for non-square worlds.
   (*) Fix for archery training so they use unquivered ammo stacks properly.
   (*) Fixed issue with cavern critters sometimes failing to enter the map.
   (*) Fixed issue causing wilderness populations to slowly drain.
   (*) Fixed necromancer experimentation.
   (*) Fixed a typo in post world generation settlement placement.
   (*) Major optimization for pond filling.
   (*) Some general optimization and memory safety cleanup.
   (*) Fixed some plural names.

Release notes for 53.02 (November 4, 2025):

Here's some cleanup for the Siege Update to fix a few issues.

General updates
   (*) Hospital patients and babies don't shut off the brains of people carrying them, again.
   (*) Made siege engine operators leave their engines when not commanded to be there.
   (*) Added practice fire mode for siege engines.
   (*) Fixed a crash if world population is uncapped.
   (*) Corrected minor issues with siege engine target selection and skill use.
   (*) Stopped wagon goods from creating incorrect transparent pixels in wagon.
   (*) Fixed typo with some plurals.

Release notes for 53.03 (November 10, 2025):

Here are some more fixes for the Siege Update.

(*) Fixed crash when loading certain historical figures from the disk.
(*) Fixed an occasional crash when doing multi-stage construction.
(*) Fixed issue where battering ram operators could get stuck in ground when the ram turns.
(*) Stopped brewing jobs from searching for improper items.
(*) Stopped babies born in fort from worshipping extra deities.
« Last Edit: November 10, 2025, 03:15:14 pm by Toady One »
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Tibbers

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Re: Dwarf Fortress 53.01 Released
« Reply #1 on: November 03, 2025, 03:18:29 pm »

I can't tell you how excited I have been for this update ^^

Really appreciate all the hard work put into this can't wait to see what you guys come up with next
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AdamK

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Re: Dwarf Fortress 53.01 Released
« Reply #2 on: November 03, 2025, 04:38:10 pm »

Can any siege engine fire through wall with fortifications?
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Chaosegg

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Re: Dwarf Fortress 53.02 Released
« Reply #3 on: November 09, 2025, 11:12:17 am »

Loose translation+summary of me brain-train-noises while reading these patch notes:
 :o "oh gawd they can dig through natural stuff? OOoooohhhh NO NOooesz! No NO no no!" (thinking maybe I'll not update just yet... till maybe I've had a bit of a embark in previous version at least once)
<3 u...
<3 u... :D
<3 u
"omg ok this is awesome"
<3 u, <3 u, <3 u...
:-* <3 u !
"Best update in... like...forever! <3 u so much for it!"

Killer stuff from the looks of it; i'm afraid of the enemy that can build, destroy and dig their way in so easily, but i'm also excited-as-heck for building-material-SCIENCE! (new tougher stuff based on type of mineral and/or reinforced walls to help deal with the new digger siege-guys now see, all the fixes an other 'bits & bobs'. The new-ish strategy to be required should really re-invigorate my interest in the game too (much needed for my brain to get past a certain fortress lifespan threshold! TYVM!!) etc.
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