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Author Topic: Steam Official Announcement Thread (50.11 Edition!)  (Read 457818 times)

clinodev

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #600 on: January 22, 2025, 09:36:27 pm »

There's a weird bonus update here, which they perhaps didn't push to all channels because it's either old news or just early patch notes.

https://store.steampowered.com/news/app/975370/view/530962536730722535

I'm not going to bother with the full text, but the top text is:

Adventure Mode Beta Patch Notes (All of them)
Every single Adventure Mode patch note since beta launch

In honor of Adventure Mode launch tomorrow, we thought it would be fun to share all the patch notes for Adventure Mode since beta launch. Lots of fun stuff in here (and MANY audio fixes).
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Team Bug Fix!

A_Curious_Cat

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #601 on: January 23, 2025, 12:37:16 am »

There's a weird bonus update here, which they perhaps didn't push to all channels because it's either old news or just early patch notes.

https://store.steampowered.com/news/app/975370/view/530962536730722535

I'm not going to bother with the full text, but the top text is:

Adventure Mode Beta Patch Notes (All of them)
Every single Adventure Mode patch note since beta launch

In honor of Adventure Mode launch tomorrow, we thought it would be fun to share all the patch notes for Adventure Mode since beta launch. Lots of fun stuff in here (and MANY audio fixes).

So, all that work can be summed up in a single error message?
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Really hoping somebody puts this in their signature.

kitfoxgames

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #602 on: January 23, 2025, 11:42:34 am »

Steam Community Update 23 January 2025: "Adventure Mode is out now!"
https://store.steampowered.com/news/app/975370/view/530962536730722479

Full text:

It's finally time!

Become the Chosen and go beyond your fortress in Dwarf Fortress Adventure Mode. Create a character in your simulated world and -- well, as a pure sandbox, what you do is up to you! To celebrate, we've made a brand new launch trailer which you can watch here:

https://youtu.be/7zY0UxSxTzU

Adventure Mode highlights:


-Go anywhere! Explore any civilization, earn a reputation, and recruit followers to join you

-Experience your fortress and the simulation in a new, more embodied way

-Explore mythical dungeons to find magical items, artifacts, and fill your quest journal

-Hints of mythology and magic as a start of future simulation enrichment to come

-An additional hour of music from Dabu and Simon Swerwer, presented as a second volume of the original soundtrack


To access Adventure Mode, you must have already created a world. Select "Start a new game in an existing world" and then when it finishes loading, select "Adventure Mode". All your old save files should work just fine with the update. If you would like to try Chosen Mode, you will need to generate a new world so that mythic dungeons appear.



Beginner Tutorial

We've collaborated with content creator BlindiRL to create a new beginner tutorial for Adventure Mode. It covers everything you need to get started including character creation, skills, combat, quests and much more! Watch on Youtube:

https://youtu.be/J1Kbyd4rmes

20% off starting today!

Dwarf Fortress and both the Fortress and Adventure Mode soundtracks are on sale on Steam till January 30th. It's also 20% of on itch.io We only discount this low a few times a year so if you've been waiting, now is a great time to jump in!

Our friends at Blue Bottle Games, developers of Neo Scavenger just released a brand new roadmap for their hardcore noir space-sim Ostranauts. They have a lot of exciting features planned so if that sounds like your type of game, check it out: https://store.steampowered.com/app/1022980/Ostranauts/


Patch Notes

Broader non-Adventure Mode fixes

-Can enter nicknames on embark screen

-Added tooltips for mode selection

-Fixed a world generation crash

-Fixed error causing invalid characters from being permitted in folder names

Bugs/additions contained within Adventure Mode

-Made hero mode select hearthperson by default

-Fixed crash from visiting certain forest retreats

-Fixed some crashes related to local adventurer info not being set immediately after travel

-Fixed crash issue from demanding tribute from mythical sites

-Fixed a crash from unit sheets of certain creatures (e.g. roosters)

-Added more combat music

-Added sounds for items being put into containers

-Updates some confirm sounds

-Fixed some footstep sounds

-Fixed issue causing music to sound as if it's indoors

-Fixed some issues with ambient sound

-Added a keyboard-based look-and-interact cursor ('l')

-Stopped items like weapons and shields from starting in the same hand after character creation

-Stopped mythical sites from appearing on rivers (again)

We also posted a list of all previous patch notes if you're curious to read through all the updates at once: https://store.steampowered.com/news/app/975370/view/530962536730722535

Enjoy the update! We will have more news about future Dwarf Fortress plans in a few weeks.
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kitfoxgames

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Re: Steam Official Announcement Thread (50.11 Edition!)
« Reply #603 on: February 12, 2025, 09:39:33 am »

    Steam Community Update 12 February 2025: "Next Steps for Dwarf Fortress + Patch 51.05 ⛏ Dwarf Fortress Dev News"

https://store.steampowered.com/news/app/975370/view/530964346754301996

Full text:

Hey Urists,

It’s Alexandra from Kitfox! We are back and hope you’ve been enjoying your time with Adventure Mode. It’s been so much fun seeing you discover magical items, creating your adventurers and running into giant snakes (a more common occurrence than I thought would happen). It’s officially time to enter a new era of Dwarf Fortress development.

Now that both modes have been updated for the Steam version, we can focus on quality of life fixes, more modding support and brand new features Tarn’s been excited to add. We will be busy with Dwarf Fortress development for a long time!

To start, today!

Today we have patch 51.05 with some crash fixes and some other helpful changes. We also now have art for all of the tree growths, like fruit, flowers, and leaves.



Patch Notes 51.05

Fortress Mode

    -Fixed crash on justice screen and adjusted convicts menu position

    -Fixed crash relating to empty work details list

    -When choosing rectangles, shows dimension of rectangle

    -Allowed numbers and symbols in unit list search[/li][/list]


Adventure Mode

    -Display speed and gait and momentum on main screen

    -Summoning abilities should work now

    -Stopped creating beast rumors (and thereby kill quests) for civilized predator/subterranean creatures (new worlds only)

    -Added button to go back to destiny/difficulty selection from character creator

    -Classic mode travel maps now show up properly



Graphics additions/changes

 
    -Tree growth pictures (leaves, flowers, fruit, etc.)

    -Added zombie syndrome class to husks so they'll display properly (new worlds only)

    -Option to print only periods for the ground in Classic mode returns


Next few updates


Very soon we will also have Programmer Putnam’s Lua upgrade which will allow you to create more powerful mods and lay the foundation for future Myth and Magic updates. We just have a few more fixes to make and then we will be ready to put it out on the experimental branch. Stay tuned!

Our first Fortress Mode releases will focus on improving sieges. We want to give players the tools and abilities to be more properly prepared for an attack. The update will also add the first Fortress mode abilities to interact with magic systems (beyond necromancers and mods.) Here are some possible changes, none of which are guaranteed, but which we are aiming for:

    -Allow siegers to plan and learn, tracking where deaths occur and using alternate routes

    -Properly equipped siegers should be able to build, demolish and dig (default on, can be turned off in difficulty settings)

    -Kidnapped humans and dwarves should be more interesting - warlords and demon-trained sorcerers focused on siege warfare and infiltration (for now)

    -Temple/etc.-based defenses for any magic that proves too annoying to combat with soldiers

    -Ranged weapon/squad fixes

    -Changes to defensive siege weapons to make them more useful

    -If ranged weapon changes remove the delightful effect of fast-shooting crossbows, add a repeating defensive bolt thrower emplacement that uses regular bolts

    -Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts

    -Make megabeast and kobold attacks more functional and interesting

    -Fix and improve underground civilization attacks (as far as we can without future map changes)

    -Anything from Combat Flow and Combat Styles that comes up, also a notion of reach

We don’t know how many weeks it will take, but Tarn will be working through the list steadily.

After That: Site Building (Adventure Mode)

We’d like the add the ability to make your own settlements, also known as “Site Building” as the first major Adventure mode feature post launch, since it used to be in the classic game but didn't make it in for the graphical version. This will happen after Fortress Mode gets updated with the siege improvements above. It does involve some new interfaces, and so will be a fair bit of effort, but we know some of you are eagerly awaiting it.


After That: Maps

Next, we’ll focus on world map rewrites and additions and beautifications, especially those needed to get us prepared for a more magical and procedural, dynamically-reactive future. You’ll see this in Fortress Mode since a lot of these changes are underground but there will also be changes aboveground. We'd also like to further differentiate the existing natural biomes, plus of course anything magical or strange we add.

Eventually: A Return to Systems

Before the Steam version, Tarn was working on various features. Villains, army warfare, civilizations, etc, and this (after Maps) is when Tarn would turn to look at those again. When will that be exactly? Well.. after siege improvements and Lua becomes more stable we will have a better idea on what will come first and how it will be implemented. We don’t have timelines or exact promises for any of this right now and there’s lots to do beforehand but it’s all coming! We’ve tried to predict how long things take before, and it’s never worked out well for us, so we’ll just take it one release at a time.

Every step of the roadmap above will also include art additions, and even more myth and magic changes and content that make sense to add along the way, and keeps Tarn’s morale high, as he’s been looking forward to those since Tanya met him all those years ago.

So this gives you a general overview of our plans for Dwarf Fortress for a while. Thank you for joining us on this journey beyond quality.

- Alexandra
« Last Edit: February 12, 2025, 10:50:29 am by kitfoxgames »
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