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New Update - V1.22
Notes: More graphic fixes and new sprites. In case you have not been checking the tileset forum, I've been working more and more on that massive 32x tileset. I finished over 200 creature sprites, fixed all the issues that have been reported, and just now made procedual graphics for demons, titans, nightcreatures and FBs.
Thanks to Milo Christiansens season-palette script, the colors (hue) ingame will change depending on the current season. You can disable this feature by opening the dfhack.init and deleting the line "season-palette start" at the very top.
(This screenshot is an early test. The effect is not that strong ingame.)I also made sprites for all plants. Which is a lot. Even blooming grasses now show some flowers.
Plants:
Demons, FBs, Nightcreatures and Titans:
PROCEDUAL CREATURES - 780 X 4!Procedual creatures now use a random sprite from a selection of 780 iterations. These will NOT(!) fit their ingame description, but at least not all demons or all FBs look the same.
I added small letters at the lower left corner (D, T, FB and N) to ease the identification.
PLANTS! - Added plants. All of them.
- Added plant growths. All of them.
TWEAKS AND FIXES! - Fixed bins.
- Fixed constructed bee hives.
- Fixed trap stops.
- Fixed eggs in nestboxes. (well... while testing I noticed that boulders now look like eggs. Guess it can be only one: Either eggs look like boulders in the nestbox, or boulders look like eggs while being carried around.)
- Fixed build bookcases. (kinda. They at least show something, but TWBT doesnt allow them to be overwritten?)
- Fixed "children playing make-believe", added animation.
- Made stockpiles brighter.
- Made water/magma brighter.
- Made rocks/inorganics brighter.
- Made surface grass slightly brighter.
- Made ramps a lot clearer.
- Added 3 new tiles for smoke.
- Added new tile for trapparts/mechanism. Look like 3 interlocking gears now.
- Fixed digging designation numbers. (appeared as solid black tiles)
- Fixed furniture designations. (appeared as solid black tiles)
- Fixed "Sleeping Indicator", shows sign with Zzz... instead of just a normal letter.
VERMIN-TIDE!
- Added 37 new graphics for vermin.
- Added several animated creatures. Small fish breathe/swim; small birds flap their wings; worms wiggle; rats run... and dogs wag their tails.
- Added 3 new tiles mined rocks, which creates a sorta-animation for mining.
Future plans: Well, I'm still working on graphics... creature count is higher than I anticipated and the animal-men are really slowing me down a notch. There is also the idea of more decorative buildings.
I'm aware that the modded workshops currently look a bit odd, because they are still designed to be used with the Phoebus set, so thats another construction site... who would have guessed that tilesets are that much work? ^^
Patreon: No new Patrons this week, for 6 weeks in a row. Guess I topped out (?).
Cheers,
Meph