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Posted: Tue, 14th Feb 2012 15:56 Post subject: Dwarf Fortress - 0.34.01 (Feb 14, 2012) |
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Dwarf Fortress - 0.34.01 (Feb 14, 2012)
[*]Official web page: LINK
[*]Developer: Bay 12 Games
[*]Genre: City Building/Adventure
[*]Release date: Latest - Feb 14, 2012
[*]Story/Description:
Quote: |
Ascii art, complex AI, unique world generation, various robust systems, fortress building, learning curve = y approaches infinity... what's not to like?
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[*]Multiplayer: NO
[*]System requirements:
Quote: |
Can be processor-heavy, typically needs more than 512 RAM.
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[*]Protection: None
[*]News article: The Brilliance of Dwarf Fortress
[*]Screenshots: Official Screenshots, Best Unofficial Screenshot
I've done multiple searches for the past 10 minutes and even clicked back through a bit - I KNOW there was a dwarf fortress thread here a few months ago but now I can't find shit. If a moderator can find it, please merge or just link and I'll repost this. If not, oh well.
Anyway,
Released Dwarf Fortress 0.34.01
http://www.bay12games.com/dwarves/
Goodbye free time. I will miss you sorely.
Release notes:
Code: | Here's the release we've been working on for nearly eleven months. I've tried to collect the major changes below, but it won't be a complete list. I hope you enjoy the game!
New stuff
cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
protect your community from secret vampire dwarves or hunt them as an adventurer
defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
revamped justice/witness/death notification system in dwarf mode
immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
dropped items/bodies tracked between plays in the wilderness anywhere in the world
more battlefield information tracked/war dead raisable in world gen
all sponsorship animals and their giant/man versions are in the game now
various new abilities for creatures (see file_changes.txt for list and syntax)
adventurers can use creature abilities/learned powers and they can be tested from the arena
new site travel map to make navigating towns easier
reading/swimming/observer (for traps) relevant in adv mode now
established historical figures can lead bandits
rivers block movement in adv mode travel
eating/drinking required in adv mode
ingested syndromes are now possible
ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
traps work in adv mode, once spotted they can be ignored
gems now have different cuts
necromancers can write books about various topics (all books are in their towers as it stands)
moon phase indicator in fort
alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
the legends xml has a lot of new info for historical figures
Major bug fixes
buffer overload from aborted world gen fixed
fixed cave-in-on-embark issue with hidden underground structure, and a few others
Other bug fixes/tweaks
designations over z levels all at once now possible
unit screen divided into four sections
rivers/pools have ramps now
able to trade portions of stacks in both modes
messed with adv mode currency trading and made items teleport to you
tweaked how fire damage works
made vision work through floor grates and bars properly
fixed some road/bridge problems
crystal glass items possible again
tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
skeletons/zombies replaced by animation effect
demons masquerading as gods will try a little harder
restricted mandates so they'll be more reasonable
stopped blank map from being exported when you back out of detailed map export |
Last edited by JackArbiter on Tue, 14th Feb 2012 20:00; edited 3 times in total
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Tue, 14th Feb 2012 16:48 Post subject: |
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Vassago
Posts: 635
Location: Wanking in hell
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Posted: Tue, 14th Feb 2012 17:03 Post subject: |
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Looks like shit in the toilet
Hulk to superman: Puny man, who wears his underwear on the outside.
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Posted: Tue, 14th Feb 2012 18:44 Post subject: |
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gfx suck in this amite guys, amite?
:DDDD
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Posted: Tue, 14th Feb 2012 18:53 Post subject: |
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I followed a Dwarf Fotress guide a year ago, was fun but got stuck. The controls are just too hard, and you will have to learn everything again when you haven't touched the game for a while.
It's a great game with a lot of depth, wish a publisher would pump some money in it for a decent interface/controls.
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Surray
Posts: 5409
Location: Europe
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Posted: Tue, 14th Feb 2012 19:05 Post subject: |
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Dwarf Fortress is imo one of the greatest games of all time and I've been playing it for years, probably more than any other game in total (except maybe diablo 2)
There is just endless fun to be had there.
Many people just don't even try it because of the graphics, and other give up because of the controls, but those who stick with it and learn how to play it shall be rewarded.
It's a throwback to the times where there weren't fancy graphics there to show you how exactly everything looks. Your imagination is how it all comes to life...
Search doesn't just work poorly btw, it doesn't work at all right now because the database is too large and the hump can't afford an additional server just for searching. There's a thread about it in the website feedback section I think.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Tue, 14th Feb 2012 19:07 Post subject: |
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Surray wrote: | Dwarf Fortress is imo one of the greatest games of all time and I've been playing it for years, probably more than any other game in total (except maybe diablo 2)
There is just endless fun to be had there.
Many people just don't even try it because of the graphics, and other give up because of the controls, but those who stick with it and learn how to play it shall be rewarded.
It's a throwback to the times where there weren't fancy graphics there to show you how exactly everything looks. Your imagination is how it all comes to life... | +1000000
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nerrd
Posts: 3607
Location: Poland / USA
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Posted: Tue, 14th Feb 2012 19:14 Post subject: |
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I have no doubt that this might be a great game. However ASCII is not something anyone ever should consider making a game with for any reasons. This comes from a guy that really enjoys retro visuals.
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Posted: Tue, 14th Feb 2012 19:16 Post subject: |
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nerrd wrote: | I have no doubt that this might be a great game. However ASCII is not something anyone ever should consider making a game with for any reasons. This comes from a guy that really enjoys retro visuals. |
There are graphical tilesets that make the gfx nearly bearable.
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Surray
Posts: 5409
Location: Europe
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nerrd
Posts: 3607
Location: Poland / USA
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Posted: Tue, 14th Feb 2012 19:27 Post subject: |
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That makes sense. As long as its just a placeholder and not intended final look.
I was always interested in trying this game. Will have to look for above mentioned tileset.
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zmed
Posts: 9234
Location: Orbanistan
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nerrd
Posts: 3607
Location: Poland / USA
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Posted: Tue, 14th Feb 2012 19:48 Post subject: |
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All of the above screens look very appealing, especially Stonesense visualizer. Absolutely LOVE the SNES isometric look. Since its in a separate window I assume it's possible to use tile-sets for your main window? Either way, looks like I will be giving this a go very soon.
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Posted: Tue, 14th Feb 2012 19:49 Post subject: |
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nerrd wrote: | All of the above screens look very appealing, especially Stonesense visualizer. Absolutely LOVE the SNES isometric look. Since its in a separate window I assume it's possible to use tile-sets for your main window? Either way, looks like I will be giving this a go very soon. |
You'd still have to cope with the godawful controls, though.
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Posted: Tue, 14th Feb 2012 19:59 Post subject: |
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nerrd wrote: | All of the above screens look very appealing, especially Stonesense visualizer. Absolutely LOVE the SNES isometric look. Since its in a separate window I assume it's possible to use tile-sets for your main window? Either way, looks like I will be giving this a go very soon. |
You can use tilesets for your main window.
Just keep in mind that with controls whether you hit c or C matters as far as the menu is concerned.
Also, as I mention in the template the learning curve is y approaches infinity.
Adventure mode is great fun, and you can know less going in - but either way, adventure or fortress mode, you are going to lose over and over again. In fact, there is no winning, but your first losses will most likely be brutal.
Read the nytimes article I linked way above.
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Posted: Tue, 14th Feb 2012 20:06 Post subject: |
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have graphics and a gui that i can play as a real game or be text based software that i can run over ssh at work
it's rendering the ascii art in opengl
the entire project is such masturbation and same for the people who play it
it MAY be the best game ever, but we'll never know as it's all buried under literally nonexistent graphics and user interface, horrible controls and unintuitive everything
i'm sure most people claiming to love the game only do so by having already invested so much effort into learning it.
he's trolling the entire gaming community
still, if a proper GUI and art version came along, i'd surely give it a shot
but until then, FU too bay12
Last edited by shole on Tue, 14th Feb 2012 20:07; edited 1 time in total
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Posted: Tue, 14th Feb 2012 20:06 Post subject: |
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The detailed combat in adventure mode is probably my favorite thing about the game. Nothing like "walking" out of a battle missing both your legs.
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zmed
Posts: 9234
Location: Orbanistan
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zmed
Posts: 9234
Location: Orbanistan
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Posted: Tue, 14th Feb 2012 21:04 Post subject: |
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Wtf s this shit no tessellation?
IM out
edit: seems theres a lot to do, i wonder how polished the game is, just dont want to learn how to play only to find out its all broken
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Gormadok
Posts: 85
Location: between tons of pirated discs
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Posted: Tue, 14th Feb 2012 22:42 Post subject: |
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should be run under the dos or at least via command line to protect this title against noobs. they dont understand the origin of crpg's.they understand nothin
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Posted: Tue, 14th Feb 2012 22:42 Post subject: |
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webtax wrote: |
edit: seems theres a lot to do, i wonder how polished the game is, just dont want to learn how to play only to find out its all broken |
Except for a few possible wrinkles with new additions it is super complex but it all actually works. I've set up armies and contraptions and bunkers, entire forts, and traveled around a few different worlds... aside from some bugs with military assignments i've never come across something that didn't work.
There may be a few old bugs but he ironed some out with this release, and anything gamebreaking is usually fixed within a few days.
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Posted: Wed, 15th Feb 2012 06:05 Post subject: |
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My fucking god, im gonna work like shit these 5 months.
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Posted: Wed, 15th Feb 2012 12:15 Post subject: |
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For those, who still do not understand why DF is great and awesome, I present to you,
Boatmurdered
A succession LP of DF done on the Something Awful forums back in the days when the game didn't even have Z-levels yet.
Read it, enjoy it, bask it in it's insanity.
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