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submitted 1 week ago* (last edited 1 week ago) by [email protected] to c/[email protected]

Hello! Here's a new update, focusing on ranged weapons and colorful beasts.

We've reworked ranged weapons and archer behavior in preparation for the siege update.

Ranged weapons can now be nocked/loaded, which takes the bulk of the time, and this can be done before firing ('n' in adventure mode.) This allows archers to be a bit safer, since they won't be paralyzed for a long while after firing a shot. The firing force of bows is affected by strength and skill up to a point, whereas crossbows are slower to load but don't require skill and attributes to get their full force. Crossbows are also easier to aim. Loading speeds of all weapons can be improved with skill.

Ranged projectiles (shot or thrown) can be aimed at specific body parts. It's now also harder to hit targets that are farther away. Adventurers, fortress defenders, and enemies all have access to aiming.

In the fortress, your defenders will try to use nearby fortifications, stay away from the enemy, and not use their crossbows as clubs unless very desperate. Enemy archers will also use fortifications if they can get close. Fortress archers will try to reload from the squad ammo pool rather than engage in melee combat.

We've also brought back the ammo and supply management menus and worked out some old issues with them so they should function more smoothly.

The squad's ammo reserves can be set by selecting a single squad, going to their equipment, and selecting the ammo button. Multiple ammo pools can be set by material, amount, and whether they are used for combat or training (or both.) This allows you to eventually separate out metal bolts for combat and wood/bone bolts for training if you choose. Squads can store ammo in chests in a barracks if the barracks is set to hold that squad's equipment to give you some control over where squad bolts end up. Hunters also have an ammo pool you can set under Labor / Standing Orders / Other.

https://clan.fastly.steamstatic.com/images//34693670/d47f0afa3b6b21d367e8f1b94885a90217c11e9a.gif

Here's a gif with some archers firing back and forth and making use of fortifications.

You can also set a squad's food and drink settings from Equip / Supplies. This allows you to set how many rations are carried in their backpack and whether their flask gets alcohol, water, or nothing.

Forgotten beast and titan graphics have been updated. In new worlds, they will now be generated with colors and multiple decorations.

https://clan.fastly.steamstatic.com/images//34693670/655eedc973b945266e9246d9f710db7c2a3a9421.png

Also, dwarves that die will lose their room assignments properly and a few crashes and other issues have been fixed.

Have fun!

Tarn

Patch Notes for 51.12

Ranged weapon update

  • Stopped ranged soldiers from aggressively entering melee combat when out of ammo.
  • Made ranged units step away from close enemies and try to use any nearby fortifications.
  • Ranged attackers can aim at specific body parts.
  • Added loading and nocking states and actions for ranged weapons.
  • Made firing take much less time than loading.
  • Differentiated shooting and post-shot recovery times.
  • Added weapon-specific attribute and skill effects for aiming and delays.
  • Can set ammunition, food, and drink assignments for squads.
  • Fixed various issues with extra ammo being kept in quivers and ammo not being picked up.

New graphics

  • Added colorful forgotten beasts and titans.

General updates

  • Dwarves that meet with misfortune lose their room assignments properly.
  • Changed how item deletion works to fix some army crashes.
  • Stopped crash from unspecified inorganic dusts.
  • Stopped keyboard cursor from skipping large distances when scroll distance is larger than 1.
  • Made modded night trolls appear even when no night trolls are generated.
  • Made NO_PHYS_ATT_GAIN/RUST add/remove syndromes work properly.
  • Stopped requiring music and sound definitions to load saves (makes classic saves compatible again).
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So much FUN! (lemmy.ml)
submitted 1 week ago by [email protected] to c/[email protected]

RIP my island adventures. I'll never underestimate werecreatures again

3
7
submitted 2 weeks ago* (last edited 2 weeks ago) by [email protected] to c/[email protected]

Jeez, I spent about an hour trying to figure this out. I have my glass industry going as I embarked near a volcano and some sand. I first had to get pig tail cloth industry going for bags, but now I have six magma glass furnaces and collecting tons of sand.

I wanted to cut glass into gems to encrust all my furniture with green glass gems. However, the "encrust furniture" work order/job requires cut gems, and not large gems. The default stopping condition for "cut raw glass into gems" which I wanted to use to supply the "encrust furniture with cut glass" is large green glass gems, not cut green glass. Apparently the cut raw glass job has a chance to produce either a cut gem or a large gem (which is useless).

Thus, the cut raw green glass work order stopped when I did not have enough cut green glass to encrust furniture. I was confused because I had all these large green glass gems in my stockpiles, which I originally thought could be used to encrust furniture.

The simple fix was to change the type and material for the "large gems" default condition of the cut raw glass to gems work order to "cut green glass gems". Then I just trade away all the useless large green glass gems.

4
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??? (lemmy.ml)
submitted 1 month ago* (last edited 1 month ago) by [email protected] to c/[email protected]

If the text is too small it says: "The count Cog Okangrakust of Lifesacks meets with the Goblin diplomat Ngoso Stulsnodub. Ngoso Stulsnodub: You have disrespected the trees in this area, but this is what we have come to expect from your stunted kind. Further abuse cannot be tolerated. Let this be a warning to you."

Came with a goblin seige too lol. Still friendlier than the other elves

5
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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]

I'm looking for ideas, currently I've got him contained on a chain in a small 1z-level high 5x5 building with pillars on the corners and drawbridges for walls. The idea is to open the walls when attacked on the surface and let him nuke the area but I imagine there's better uses.

I assume the training he's gotten from my legendary animal trainer will eventually fall off and he'll be fully aggressive so I don't think I'll have the luxury of moving him later very easily.

Also- LOL @ a 400 year old dragon the size of a bus with fire breath hotter than the sun stuck in a wooden cage.

EDIT: Update in comments.

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]

For my productivity at work!

Got Dwarf Fortress playable through a browser

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submitted 2 months ago* (last edited 2 months ago) by [email protected] to c/[email protected]
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submitted 3 months ago by [email protected] to c/[email protected]

Interested in how the Steam Deck handles DF in terms of performance and controls. How's the experience and does the game feel hindered in any way compared to desktop?

I'm also interested in DFHack / mod performance and installation, I've not played with a Steam Deck at all but portable DF has piqued my interest.

Thx!

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submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]

So, I use left-handed mouse settings in my Linux, but when I downloaded DF (free version) and started it, I saw that somehow the game doesn't support my system settings and changed the control to right-handed, and what's worse, the game doesn't have left-handedness settings in the settings... Is there any way to set left-handed control at all?

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submitted 3 months ago by [email protected] to c/[email protected]

Really enjoyed learning about this particular story of such an interesting game. Someday I'm giving it a try.

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submitted 3 months ago by [email protected] to c/[email protected]
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submitted 4 months ago by [email protected] to c/[email protected]
13
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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
14
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submitted 5 months ago by [email protected] to c/[email protected]
15
10
submitted 5 months ago* (last edited 5 months ago) by [email protected] to c/[email protected]

You can also follow the news in Mastodon following: https://rss-parrot.net/u/www.bay12games.com.dwarves.index.html :)

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submitted 5 months ago by [email protected] to c/[email protected]

So I've played a lot of Fortress mode, but have never really explored adventure mode much. With the current new release, I'm thinking of giving it a shot, but I was curious about what everyone's experience is with adventure mode. How good is it? Can it lead to crazy/epic stories like in Fortress mode, or is it mostly just eat, drink, kill monsters, and get loot?

I never read any crazy stories from adventure mode, and I'm not super interested if it is still a simple kill and loot type of game. I'm also currently playing Cataclysm DDA, which does a great job of scratching my rogue-like itch.

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submitted 5 months ago by [email protected] to c/[email protected]
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submitted 6 months ago by [email protected] to c/[email protected]
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submitted 6 months ago by [email protected] to c/[email protected]

I was looking through my fort and suddenly I saw this huge slab on the stairs and it reminded me of Han Solo hahah

I don't recall any dwarf creating this and just saw it's on written content so I guess it's smaller than it seems!

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submitted 6 months ago by [email protected] to c/[email protected]

Tarn Adams have shown some demo in the past about the myth generator he was working on (and hopefully we will see something about it once adventure mode is finalized!) and the other day I saw the video and thought it was awesome! :)

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submitted 9 months ago by [email protected] to c/[email protected]

cross-posted from: https://lemm.ee/post/43709590

Should I get started with the Classic or the Steam version? What are the pros and cons of both versions?

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submitted 9 months ago by [email protected] to c/[email protected]

Finally a new fortress mode update! Hopefully dfhack will follow soon.

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DF Tales: The Spider (mbin.grits.dev)
submitted 10 months ago by [email protected] to c/[email protected]

So. I caught a couple of giant cave spiders in cage traps. Fuckin' sweet. I couldn't wait to play with these dudes.

I put them in a cage which I would pop open to greet invading armies, which was quite a bit of fun, although their longevity in those encounters was limited. It was also sometimes a hassle to recapture them when they did survive. When their numbers dwindled to 2, I decided to set up a little shop to make giant cave spider silk, so all my dwarves could have super fancy clothes.

I wasn't real clear on the details of how to set this type of farm up, although I knew the general idea. I decided to train one of the spiders and have it friendly, and leave the other one as an enemy, in case it turned out to be useful to have it shooting webs at one of my fortress dwarves. It went okay. I had a moment of very bad fright when I was flipping through the fortress and suddenly realized there was a giant cave spider walking down the dorm area's fucking hallway like he belonged there. Once I recovered a bit, I learned that it was the tame one, and I watched him all the way through as he navigated purposefully through my fortress, not causing a single problem or upsetting even a single dwarf, and arrived at the animal training area, which I guess had been his destination. What the fuck man. You gotta tell me if you're going to do stuff like that. His trainer arrived shortly after and they got to work, calm as a millpond.

Anyway, after quite a few failed experiments, I set up what was going to be the spider silk generation area: There was a little platform for the spider to be on, and then an 8-foot chasm, and then on the other side of the chasm was going to go a goblin. Behind the goblin were some fortifications through which the silk could shoot, and on the other side of that was the silk collection room. Flawless.

I selected a captured goblin, took his clothes and weapons away, and placed him naked on the goblin platform. I selected a goblin priest, assuming that this would give me a pretty wimpy goblin for this purpose, and he'd be a terrified spiderweb recipient and it would all go smoothly.

I don't know what kind of things go on in goblin seminaries, but apparently they're pretty hardcore. Everything went smoothly until I released the naked goblin, at which point he leapt across the chasm, grabbed onto the spider and started wildly assaulting him with bare hands and teeth, they fell together down into the chasm, and then the goblin killed the spider. What the fuck. Then the goblin died of his injuries, both of their corpses resting together at the bottom of the trench. Like lovers at Pompeii.

Welp. That was the end of the giant cave spiders. I actually never did anything else with the room, since it had no conceivable other purpose, and so the two corpses are still down there. I hope they reconciled in the afterlife and figured out that I had been the real enemy. Anyway, I set up a massive room down in the cavern-adjacent part of the fortress, managed to entice some normal-sized spiders into it, and did the whole runaround required to keep the cats out of there and harvest some regular spider silk from it from time to time, until I finally said you know what, fuck this, my dwarves can wear pigtail cloth; it is fine.

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Canvas (lemmy.world)
submitted 11 months ago* (last edited 11 months ago) by [email protected] to c/[email protected]

Mostly done by [email protected] (I was unable to contact them). Location 579, 147. https://canvas.fediverse.events/#x=585&y=154&zoom=49

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submitted 1 year ago* (last edited 1 year ago) by [email protected] to c/[email protected]

I lose interest in DF when, after some lucky military dwarfs die in glorious combat, I have to micro manage re-adding dwarfs to squads. Is there a mod to automate adding dwarfs to squads?

I'd love it if the commander/captains would have meetings to choose a new member out of some pool of dwarfs that want to join. And also kick out unhappy, trouble-makers from the military.

+Wood mug+ engraving unrelated.

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