Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Dwarf Fortress v0.42.01 released

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
Made new thread to make proper news and make this thread go to thread for DF42.xx
Starterpack should be in a week time along with DFhack and other fun stuff.

Changelog:

Here is the new version we've been working on all year! The flow of fortress life is quite a bit different now -- specific breaks and parties have been replaced by taverns and performances and needs and inebriation. You can designate a tavern, temple or library from a meeting area zone, bedroom or dining room using the new Assign Location option. The location list ('l') will let you know what sort of furniture and items you need, and you can set tavern keepers, scribes and other occupations there as well. You'll need to set up a drink stockpile and a chest for goblets in taverns for drink service to work properly, but dwarves can still drink without a tavern as before. You can assign multiple rooms/zones to a single location. There's a lot more -- see the feature list below.

The bug fix list below is partial. Large chunks of the game were changed, which has a way of making old bugs go away while bringing in new ones to take their place. We'll be focusing on bugs old and new in subsequent releases, starting with crashing saves and moving down the list. The next set of bug-fix releases will be measured on a scale of days and weeks rather than months, as usual.

New stuff
  • Ability to designate taverns, temples and libraries in the fortress
  • Taverns and libraries also exist in adventure mode and world generation
  • Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
  • Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
  • Art forms are randomly generated for each civilization
  • Instruments are now all generated, instruments can be used in both modes
  • Most instruments are constructed from multiple pieces using different materials
  • Personalities and values lead to needs which can be met by various actions in both modes
  • The fort has visitors, residency petitions and eventual citizenship, including non-dwarves
  • Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
  • Can set details for clothing/armor jobs to make them for other races that can equip items
  • Monster slayers can petition your fortress to go down and fight monsters once you discover the underground
  • Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode
  • New knowledge system divided into nine branches (though it has very few practical effects so far)
  • Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
  • Fortress scribes can copy works in your library
  • Scholars can visit your fortress libraries, bringing knowledge from around the world
  • Devoted historical figures can visit your fortress temples
  • Three forms of writing material: papyrus sheets, paper sheets and parchment sheets
  • Papyrus sheets are made directly from the plant at the farmer's workshop
  • Paper is made from pressed slurries (start at the quern/mill, then go to a screw press)
  • Parchment is made from hide and milk of lime at the tanner's (bake quicklime at a kiln, then make milk of lime at an ashery)
  • Sheets are used to make quires or with rollers to make scrolls -- these are then used for writing
  • Quires can be bound into codices with bindings after they contain writing
  • Dwarves read books in the library (they don't need to be scholars)
  • Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
  • Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations
  • Children play with toys now, and they can also play make believe, in both modes
  • Personality can be customized/randomized in adventure mode, appearance can be randomized as well
  • Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
  • Adventurer can rent rooms in inns
  • Adventurers can compose new poems, music and dances
  • Adventurers can write material down on empty quires or scrolls
  • Alcohol causes inebriation, erratic behavior, unconsciousness, death
  • Festivals occur in world generation, though we haven't gotten them out of there yet
  • Dwarves will wear trinkets again

Major bug fixes
  • Fixed some army pathing issues
  • Goblins have mounts again
  • Fixed long-standing flow bug with unit occupancy
  • Stopped some issues with brawls escalating to non-lethal

Other bug fixes/tweaks
  • Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
  • Fixed inversion problem with half of the child/parent conversation thoughts
  • Lots of historical figures that weren't around from the beginning didn't have deities when they were supposed to
  • Allowed site finder to look for 1x1 sites
  • Human civilizations now have randomized values
  • Added ability to set invasion wave cap size
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
Started overground fort, changed colors file to colors from spacefox theme

xN8QUHn.jpg
 

Havoc

Cheerful Magician
Patron
Joined
Nov 1, 2009
Messages
5,520
Location
Poland
Grab the Codex by the pussy Insert Title Here RPG Wokedex Dead State Divinity: Original Sin Project: Eternity Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker Pathfinder: Wrath
It's hard to get back to the game without Dwarf Therapist and DFHack... I need my fix, man!
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
It's hard to get back to the game without Dwarf Therapist and DFHack... I need my fix, man!

Should be around corner.

Also new news. version 42 fixed sieges. You can now even take 250 gobbos in third year if you set up your camp near their forts.

!FUN! for everyone
 

Whiran

Magister
Joined
Feb 3, 2014
Messages
641
Also new news. version 42 fixed sieges. You can now even take 250 gobbos in third year if you set up your camp near their forts.

!FUN! for everyone
Oooh! I might play DF again then.

I gave it a whirl a few months back and the lack of sieges was... disappointing.

Maybe in a month or two or three once the latest version is stable and all the utilities are working I'll check it out.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
Dwarf Therapist for DF released and it is included in latest starter pack.
Still no DFhack but should be around corner.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Good. By the time I finish underrail, df will be ready for Anusblaze* II: Revenge of carp


*Actually "Grimdark The Hateful Molehole II". But the codex remembers Anusblaze
 

Taliensin

Educated
Joined
Mar 30, 2016
Messages
78
Location
Secret Moon Base
Thankfully masterwork hasn't updated and the fall still needs work so life still goes on. Soon though,soon.
Afraid to ask but has anyone tried the wanderer mod?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
town i am working on (human village)
modded a bit df to include new nobles which are not choose by me (priests) and added progression:

reworked what needs what. No longer breastplate for 3 bars of metal. Long swords require 3 bars instead of 1. Chainmail is like 5. Added new weapons and armor.

village leader --> village chief ---> mayor
bookeeper --> treasurer
village leader --->village merchant -> broker
healer - > medical advisor
priest -> high priest

also added:
playable humans
orc race
kobold race (changed from shitty snatcher to proper civ)

So in other words now there are 3 hostile civs

each of those have requirements and those higher ones are rather severe. So in other words if i get new noble i need to build them houses and whatever they need.

etc.

h2xqLlY.jpg
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
Looks like stonesense. It is a visualiser that runs parallel to dwarf fortress. You still need to use the regular DF ui to play. Stonesense is just for pretty screenshots
 

Makabb

Arcane
Shitposter Bethestard
Joined
Sep 19, 2014
Messages
11,753
town i am working on (human village)
modded a bit df to include new nobles which are not choose by me (priests) and added progression:

reworked what needs what. No longer breastplate for 3 bars of metal. Long swords require 3 bars instead of 1. Chainmail is like 5. Added new weapons and armor.

village leader --> village chief ---> mayor
bookeeper --> treasurer
village leader --->village merchant -> broker
healer - > medical advisor
priest -> high priest

also added:
playable humans
orc race
kobold race (changed from shitty snatcher to proper civ)

So in other words now there are 3 hostile civs

each of those have requirements and those higher ones are rather severe. So in other words if i get new noble i need to build them houses and whatever they need.

etc.

h2xqLlY.jpg


What do i need to make it look like this>?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
run dwarf fortres from lazy newb pack and when you are playing go to DFhack window and type stonesense and hit enter.

Looks like stonesense. It is a visualiser that runs parallel to dwarf fortress. You still need to use the regular DF ui to play. Stonesense is just for pretty screenshots

i wish i had second monitor. I would display all times stonesense on it.
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
I wish we could get a UI overlay for stonesense so we could keep DF minimised at all times. The game would instantly earn 10x as many downloads and donations
 
Self-Ejected

Ulminati

Kamelåså!
Patron
Joined
Jun 18, 2010
Messages
20,317
Location
DiNMRK
It's not so much the tilesets as the way stonesense let's you see multiple z-levels at the same time.
 

Veelq

Augur
Joined
Jul 13, 2012
Messages
191
Or something like this : Armok Vision ( DF "Next Gen" version )

1438364286-angcatten-1f.jpg
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,875
I wish we could get a UI overlay for stonesense so we could keep DF minimised at all times. The game would instantly earn 10x as many downloads and donations

They didn't do it because back when they made it DF hack didn't have ability to send back input to df.
Now it has that functionality and you can for example play DF adventure mode in Armok vision.

Though i don't think stonesense guys will change anything really.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom