@Mictlantecuhtli: I will be short.
1. If phrase "Toady don't give a fuck about UI" offends you so much, I will rephrase it as "UI is very, very low priority for Toady". Better?
2. Your cite is more about graphics support than UI itself.
3. I believe more that I see in game than vague promises for unspecified "when time will come"
You accussed me of ignorance in that matter. No, I know what Toady said in various interviews, DF talks, dev logs and whatever. I do not believe it in this particular case (UI). Why?
I think development of DF never will formally end and DF is in perpetual-alpha state (nothing wrong with that). Toady never will get around to UI overhaul, as he is not interested in this at all (lip service, like your cite, nothwitstanding) and always will find something more important to do.
Yes, nice-looking graphic tiles need to be the default just for most people to take a second look at it.
People what are prone to play DF anyway (so not "most people") will be put off more by UI than by graphics (as they are capable of finding and loading tilesets). Let's say there are two new version of DF:
- same graphics, but better UI
- graphical tileset out of box, same UI
Both versions, of course, will see higher adoption rate than original. I claim that version of DF with same graphics, but better UI will see larger adoption rate than DF with default graphic tileset, but current UI. Why? Because people will use third-party tileset if they cannot stand ASCII, yet they still wat to play this game. There is no fix like that for UI.
I know nothing about Goblin Camp, though, so I can't comment on it.
No problem, I mentioned it only in context of alternative UI.
Here is movie demonstrating that you can have good UI while using ASCII. Yes, it uses mouse extensively, but most of these tricks would work identically with keyboard, like building walls.