Yeah, sorry guys. It's going back to school time, I'm a little short on dev time. That and I am still mucking around with wall designs that aren't exactly what has been done before but have good functionality. At the moment I'm leaning towards something kinda like Mayday's, but the shading in the middle is different (bumped
up, not down). I may go more Fedor's route with this. The 'O' will also get an update as soon as I finish with the new wall designs.
Oh, by the way: through some silliness on my part, the sapling tile that the trees use isn't at the default code point (230-something), it is instead up with the trees. So the symbol shown in the help for saplings
is not the correct tile. That tile is for grassy bushes (Longland grass, for example). Saplings look like little sprigs with two or three leaves, and I know I've mentioned it, but Tower Cap saplings are little mounds popping up out of the ground. Such things are to be repaired for the help's sake.
Some changes to the plant tiles have also been done, so some are more multipurpose now. Vines, for instance, have a new grayscale vine tile with a silhouette that adds a pumpkin-esque gourd to the vine if the background color isn't black. Expect that to pop up more in your farms. Also, the aforementioned sapling tile has a silhouette that adds larger leaves. Valley herb and some other plants will receive this modified sapling tile.
Flows (tilde and double tilde) have also been altered to look better, more distinct, and tile properly. They also have random cyan stripes overlain on them. This means that:
*Magma has a more bubbly appearance than water. This is because cyan x red ~ black, so there are more little islands of red rather than ripples.
*Anything brown using the flow tiles (farms, furrowed loam, etc.) has tufts of green in it. So harvested farm tiles look like...well, furrowed, weedy soil. Which is appropriate.
*Some sand colors look a little strange (black particularly), but it isn't took bad.
*Any flow tiles than are green, blue, or cyan look totally normal, and the white rapid tiles in a river look mistier.
Since I added the gravel tile at code point 243, I haven't really changed many minerals, soils, etc. to have it. A few ores, but it needs better representation. Also, I've been fiddling with some mineral colors, and for clarity I have changed Cassiterite to
purple instead of red. This is because hematite is now red, thus there won't be confusion, and because Cassiterite is really a darker maroon than it is bright red. This was extended into the metal raws, so tin itself has a background color of purple to better distinguish it from the other silvery metals (tin, unfortunately, doesn't have much of a common oxide; the closest is in fact Casiterite, but that doesn't form in the atmosphere; a necessary sacrifice).
The ore tile is changed to a more traditional "lump," which though indistinct itself is distinct from the other items. Blocks now
really look like blocks, and some more fiddling will get them to passable canopies. I am having a terrible time with logs for some reason.
Much work went into a new cage tile as I realized the one I had didn't go well with wooden cages (just little rhombi instead of things with bars). The new one looks like a cage no matter the material, though some metals look more like a box. It still has the aspect of a chemical caution sign for things on fire.
The meal tile has been changed to a plate thing, and the way Fedor changed the barrel tile has been added (I had forgotten about metal barrels). Screw pumps don't look quite as nice as before, but still passable.
I can't decide on whether or not to do something about the male and female symbols. On the one hand, proper bags would look nice, on the other proper symbols look better in creature descriptions. I suppose I'll have to bite the bullet and go with item tiles.
Sorry Fedor, the dwarf tiles will remain as they are...for now. My previous work (on a different computer) has slightly larger and more distinct dwarf tiles which I shall pilfer soon. The armor stands are better on that set too. That also includes a matching dwarf graphics set.