Over two hundred rock and mineral types can appear, in their proper geological environments. A dynamic weather model tracks wind, humidity, and air masses to create fronts, clouds, storms, and blizzards. Hundreds of animals and monsters, many of which are randomly created for each world, as well as generated poetry, musical forms, instruments, and dances for your dwarves to practice and perform. It’s difficult to convey the depth of the generation. The combat model includes skills, body parts, material properties, aimed attacks, wrestling, pain, nausea, various poison effects, and much more. Observe what makes your civilization fall into eventual decline, and learn for next time… until something else inevitably goes wrong. In this complex construction/management/roguelike simulation, every generated world brings a unique challenge, whether it’s dwarves with their own simulated personalities or aquifers. The legendary Dwarf Fortress is now on Steam! Build a fortress and try to help your dwarves survive, despite threats of starvation, dragons, and madness. Generate your unique world and manage a bustling colony of dwarves, even as they probably mine towards their eventual demise.A lifetime “living” project - created/updated since 2003, with no end in sight.Steam Workshop integration for easier modding.Generated rise and fall of civilizations, personalities, creatures, cultures, etc. Not just generated geometry - a whole simulated world.(*) Adjusted 'v' menu location for window height (so it wouldn't overwrite certain lists, etc.Prepare for the deepest, most intricate simulation of a world that has ever been created. (*) Removed double entry of "slabs" from stocks screen (*) Lowered cap for wrestle skill gain so it wouldn't be hit triple digits attacking large opponents (*) Ordered farm plot plant lists by seed availability/name (*) Made attacker always look at target upon initiating attack (*) Stopped creatures with multiple attacks like hydra from stacking attack modifiers incorrectly (*) Stopped shared/wrestled items from being used for block/parry (*) Stopped erroneous conflicts between certain hunting creatures (*) Made extra-sensory creatures even less perturbable by critters sensed through layers of rock (*) Removed obsolete relieved/drafted thoughts (*) Added stockpile option for cut stones (*) Fixed a pathing lag associated to mood dwarves not being able to get to their buildings (*) Made non-extra-sensory creatures also respect z coord of potential targets (*) Adjusted projectile firing speed which became broken during wagon fix (*) Fixed some reclaim/unretire bugs involving unavailable seeds (*) Stopped necromancer towers from doing various inappropriate townish things that lead to tower proliferation etc. (*) Stopped certain jobs from being able to teleport items and engage in other action-at-a-distance antics (*) Made people that are attacked briefly have some knowledge of attacker's position (*) Stopped certain old conflicts from causing alarm (*) Made genuine retreat and alarm state more separate from each other (being alarmed was being equated with flight for morale) (*) Made running away in terror/fear respect only valid combat location information (*) Fixed problem allow the player to become invisible among many units even when clearly visible (*) Allowed flying/climbing wilderness critters to work their way off the map (*) Stopped a conversation crash from talking to mute creatures about their troubles (*) Fixed crash that happened when it considered certain units in play for succession (*) Fixed crash from visiting former player fortress with adventurer if certain army is present (*) Fixed crash that could happen when refugee rumors were created Note that for morale fixes in old saves there could be some persistent alarm data that causes people to continue to run for a bit, even for a few in-game hours in some cases, so you might need to let things work themselves out.
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