Dwarf fortress what is legacy




















According to Ellsworth, it will not be replaced by any other more advanced game of its genre, partly because of it being the pioneer of its own and since it is on PC; console games get replaced faster. He wrote, "There is simply no such thing as a flashier Dwarf Fortress , and there can't be, by definition.

He wrote that the game will have it maximum interest at its 1. He pointed out that people like the game in its present condition; they will continue playing it more ardently, as long as it keeps developing, especially with new additions and features. He compared it to the board game Monopoly and the card game Magic: The Gathering. Used for the Toxicist. Copy past error on my part. For testing. This time for all tileset versions. Back to good old green no idea how that happened - Added Heavy Siegeworks.

Moved from Ammo Caster. Make metal catapult parts. Was called stack ingame. Is now: Paper. Many people did not know that. Masterwork DF V. Having said that, the dwarven AI is a bit daft about the powerarmors and the special weapons. They equip them, and then bludgeon people to death with their flamethrower. They use them, just not very often. Till I fix these AI quirks, please be reasonable and just assume that your dwarves are idiots.

Known bug: Grazing button is still reversed. Special thanks to expwnent and putnam, both for their work that enables more possibilities in modding. Spiders web, ogres fight better, shalswars dont wear gear Fixed phoebus minecart tile Fixed viper-sign kobold bites Fixed 27 web-creating creatures.

Needs blueprint and blocks to be build. Reactions are free, use as often as you like. Can clear the sky, let it rain, let it snow. Alarm Siren Needs a mechanism to be build. Reactions are free, but cause bad thoughts. Great for making your army ready in case of invasions. Gnomish Artificer Buy blueprint from gnomes.

Can make power armors. Can make flamethrowers, netthrowers and firecannons. Can make cannons and cannonballs. Rune Armory Buy blueprint or design it yourself. Engrave runes on armor, any metal armor is possible. Each metal gives a different boost. Press Ctrl-P to print any ingame text to the forumdwarves.

Leatherworker now accepts these as well. Golem Casts no longer exist. Making a golem now needs: - 5 metal bars, 1 metal mechanism, 1 metal weapon. This will create 1 golem. Pet Armor Casts no longer exist. Armoring a pet now needs: - 3 metal bars, 1 mechanism. This will armor 1 pet. You now need: - 1 iron bar, 1 copper bar, 1 mechanism, 1 blackpowder for landmines. These can be bought from any caravan, in the tool section.

Same for all other materials. These can be bought from dwarves or drow caravans. Really odd bug, that one. Trade the blueprint from gnomes, late game traders. Late game traders, arrive in Summer. You need a really big fortress or wealthy fortress to attract gnome traders. New furnace. Creates 3 kinds of powerarmor and 3 kinds of ranged weapons.

Beware friendly fire. Turns out the webber tag is not enough. These are found in the misc-section of the trader. It shoots webs.

Small thing, bit effect, way more readable. Put the easy embarks for beginners and the empty template to the top. Both are tools. It includes a small readme as well. I fixed that. Patience is needed. There is also a slight bug concerning autosyndrome, it is what made some buildings deconstruct. I fixed this temporarily by only using fire-safe buildmats in these workshops. If anyone still has buildings that deconstruct, please leave me a PM. This means the official dwarf fortress wiki now includes a separate section for MDF.

I encourage everyone to have a look and see if you can chime in on the creation. I will give more infos about this later next week. Dwarf mode only got some balancing, Kobolds next to nothing, Orcs a major update, and with AdvFort adventure mode should offer more options now.

Dfhack - Added autofixhandedness. Wiki Official Masterwork Wiki almost completely empty atm GUI - Removed meteoric button because its super rare now - Removed concubine button dont exist anymore - Added Embassy button, toggles Dwarven Embassy Workshop - Added English Dwarves button, switches language files to plain english. All iridium replaced with Orichalcum. No longer lockpicking, no longer webimmune, only spawns in 3rd cavern. Was a typo, one 0 too much. Its a little bit heavier now.

Is now stockpiled correctly. It produces "drink" instead of "dwarven ale". Wooden arrows no longer pierce steel armor, and it makes the new ammo types more intersting. No more wild steelclad sauropods. Was the same as the colosseum hotkey.

You need less materials, but one magic item for each. You need ceremonial statues for the first, ceremonial totems for the second. Build an altar, make ceremonial totem. Build a temple.

Is now stockpiled correctly and accepted by the military uniform templates. Adventure Mode - Added claimsite script - Ctrl-T starts the advfort script. More info: See this post in the dfhack thread Utilities - Isoworld updated. Isoworld now allows these awesome things.

Full Orc Fortress changelog, careful very large list. Lose money in the long run, but maybe you'll get lucky! Or win the other guys jewels, weapons, ship Drow rarely meddle in the affairs of others, but when the time is right to strike they do so with deadly force. Deep drow traders occassionally venture to the surface world to barter mysterious goods from the underdark. As such they are trained from birth to become masterful assassins. They use magical darkness to disorient their victims in the last moments before a kill.

The folk of men is a great one, building mighty cities and roads. Having an intrepid mind they invented firearms and trade muskets or pistols.

Human bandit outsiders form free townships, pirate coves, and rebel fortresses, thriving outside the reach of the law. Ashlander elves live a semi-nomadic lifestyle and follow an unusual religion of ancestor spirit worship. Ashlanders are distrustful of outsiders and repay even the least of slights with bloodfeud. Their glassblowers are renowned for the brilliant colored stains and strong alloys they work from the grey wasteland sands.

In the ashland religion they are believed to bear the mark of an ancestor spirit. The Chaos Legion are bound by strange and terrible oaths to a dark aspect of the blood god Armok. They expand their lifespans and physical prowess through expensive and unnatural treatments at the Fleshsculptor's studio. Myrmadons are a caste of survivors twisted into a grotesque form with great strength and multiple arms.

Equites are a caste of survivors twisted into a grotesque form with great agility and the lower body of a warhorse. They are deadly with blunt weapons, and surprisingly fond of working quietly with stone or jewels.

Invite caravans, migrants and diplomats or declare wars and challenge megabeasts. Spoiler: Changelog V. MasterworkDF v. No new features in the game itself, besides an update for the Orc plugin. I did however fix many bugs, made a little test for a new stockpiling system, updated the manual a bit more, added a new utility and added some more options into the GUI.

New Tileset - Alpha stage - For people that want to test it, I made this new tileset based on Phoebus. If you play with standardized wood, which is the default, everything stays as it was before. Utilities - Added NanoFortress , allows you to embark on a 1x1 tile fortress. Orc Fortress - Updated to 1. Thanks smake. That might clear up some confusion in the library system. This gives Exp. People can now study farming. Have a wooden bed or cage too much?

Break it down, get a scrap log. MasterworkDwarfFortress vs masterworkdwarffortress Stockpilling for library goods, a little test, see if this makes it easier: And because I felt that this feature is vastly underused: You can build the category titles as workshops. They will spell out the word, which makes labeling areas ingame possible. Probably most useful in succession forts. I also added this to the manual. Have fun. This will be the last update for probably quite some time.

Please keep posting feedback in the forums, but dont write me any PMs and expect a quick answer. I'll be far away. Changelog - Masterwork DF V. It now toggles the soapmakers workshop. By default off. If you dont like it, enable the soapmaker to play more vanilla-y - Deleted mod-links tab - Put mod links into menu bar on top, and added about twice as many more.

Costs twice as much as a crate of steel bars. Frost Giants now drop bifrost bars directly. Just kill a giant, get the metal. Civilian dwarves were claiming all the leather trousers that were made for the military. Train medical skills using medical supplies. Simpler, but slower then the library.

New Features - Battlecries. Simply imagine everyone drinking Brawndo and yelling. So if your dwarf sees an orc and approaches him in combat, he might yell: "Die, greenskin! You cant break anything. Each line is one battlecry. Guilds and military groups. Joining a military group costs gold coins. The dwarf will stay inside the workshop as an apprentice or recruit for that time.

They can mine it more easily and wont die from it. Also increased strength. Also increased toughness. Also increased sight range, 5 tiles. Also increased endurance and agility. New professions, skills and labors. No worries. It will all show ingame, so you just enable your Runesmith if you want him to work in your RuneArmory or RuneWeaponry. Or your Scribe if you want him to work in the Scriptorium. There are only four things that change for you: 1.

Soap is made by the Chemist. Leather from skin, tanning, is done by the Leatherworker. All the rest is still the same. Your architect will design buildings, your lumberjack will cut wood, your tailor will produce clothing.

It is just renaming. My reason behind is is twofold: First of all you can easily control the new workshops and furnaces. They now have their own skills. Your ambassador will tend to the embassy and the expeditions, your archeologist will recover artefacts, your apostle of armok will run the temples and shrines.

This change makes playing easier for you. Secondly it removes useless skills. You dont get Potashmaker, Lyemakers, Waxworkers and Fishdissectors anymore Done by using insolors localisation patcher to be found here New spawning system - Three new creature.

Sprites, Changelings and Toolkits. It would nice to create more of them, but I really couldnt find an explanation for multiplying tools. Just the changeling, thats it. You can still buy golem and build a static defense, but no longer get free golems from migrants. Why was this done? The spawning interactions in the previous versions were very bugged.

They also only created "friendly" creatures that you could not control. They also lead to horrible accidents if a graveyard was near. Dont ask. But wont this kill the FPS? Usually the more creatures you have, the slower your fortress is running. This is because every creature has a pathfinding algorithm attached, and they calculate where to go.

This is not the case with these 3 new pets, because they have the immobile tag. I embarked with each total and ran at constant FPS. Of course they do affect FPS in some way, but way less then normal pets. New Decorations - Added a rug - Added a chandelier. All toys look like this now.

For 1 month to be exact. Several reactions are added that train rudimentary fighting skills. It is intended to build them close together, for continuities sake.

New Feature: Size-dependant leather amount - Leather, Scale and Chitin outcome is now relative to the creatures bodysize. It gives access to the startdwarf script that lets you embark with as many dwarves as you like, fixes the ammo from the chemist and the world-gen crashes from the deep drow, and balances dwarf and kobold mode a bit better. The biggest features are three things: Orc Fortress gets an update from 1.

This is only for people that want to test it. I repeat, it is unfinishes, buggy, inbalanced and dont use it if you dont want extra fun. Its in a seperate folder, you have to install it manually. If your green color seems to be dark olive instead of bright green, thats intended. Be warned that there are a lot to cycle though, with Default- being vanilla color settings. Manual - Fixed manual links in the settings. Dfhack - Added startdwarf, allows as many dwarves at embark as you like.

The script is written by jjyg. Example embark with 14 dwarves. The new tileset. The cavern looks. New Features - Added reactions from bonfire to fireplace and brazier. Disabled bonfire. Unicorns, Wolves, Dire Wolves and Cougars. Thanks to insgrim for the groundwork. Magic System - Get the Beta included in your download.

It is in the "Magic System" folder. Its simple process. Balancing - Sprites and Changelings now have a littersize of 1, only one child each birth. They shouldnt kill each other in worldgen anymore. Mostly giant animal versions, spiders, reptiles and canines. Forgot to delete it. Orc Fortress - Updated to the newest version, 1. Have fun little guys!! Kobold Camp - Added missing painter reactions for yellow, white and purple furniture. Kobolds are very much playable now. Kobolds get 2 new buildings.

The new tileset looks better now. A new utility, DfStoryMaker. A new dfhack script, HireGuard. New decorations. New animal-part system. Notes : Wow, that magic system was so much work and its still not finished. But I tested and fixed it enough to include it in the download and to replace the old one. I fixed many, many, many kobold related bugs.

Dwarves get the ability to hire guards, the finally stable magic system, and some minor rebalances and fine tuning. Orcs dont get all too much this update. All races get access to new animal materials though, pelts, feathers, fleece, glue, hearts, stomachs and guts.

These are used for fur-clothing, feather quills and matresses, fleece-clothing and thread, glue for books and plywood, hearts for sacrifices, stomachs for waterskins and guts for rope.

The core fan base is really supportive of Tarn and Zach personally. Bay 12 - basically the two brothers, have held the DF code extremely cost to their chest, so only they get to develop it. Additionally, when it's a free game whose development is supported by donations, dealing with Steam is probably just another level of hassle they don't want to worry with.

Probably also why they're partnering with another developer to handle all of that. Oh my. I will have to check this out. Probably time to send another check to Tarn. Seems like "no. But it just looks like this is initially a Steam-only tileset plus later a pipeline to let modders go via Steam Workshop. Can you play your old one in the new steam one. I have never played this game. Configuration type: Intel Based, Fairly clean copy of Windows, Defragged weekly and virus scanned daily at night.

Older, incomplete reports can be found here. From Dwarf Fortress Wiki. More Info. Categories : Obsolete V0.



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