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Slaves to Armok II: Dwarf Fortress» Forums » News

Subject: Dwarf fortress - new release is coming closer rss

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Marijke
Belgium

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Anyone else waiting for the next release? Updates like this are getting me excited:

"01/27/2012 (Threetoe) ThreeToe here. While Toady One is busy putting on the final touches for the next release, I thought I'd give you some details and impressions I've had while testing it.

Adventure mode is about 100,000x as fun. Huge cities with dungeons filled with loot and ancient pyramids crawling with undead. The new city maps are just awesome, and the fact that you have to eat and drink now really adds to the feeling of going on long journeys.

Dwarf mode is enriched as well. Most of the migrants you get now are historical figures, meaning they have their own skills and family lineage that goes back to the dawn of time. One thing I like doing is turning all the new rangers into marks-dwarves because they are already good at it. Another thing I noticed, but I hesitate to promise anything, is that the game runs way faster than before.

I caught a vampire too. A fisher-dwarf accused the expedition leader, who I knew was innocent of course. So I had my sheriff drag the fisher-dwarf to the dungeon. I had no hammer, so he had to wait to be executed while we forged one. After 50 hammer strikes I knew I was right, because he lived.

I think this release will be numbered among the mighty. And it's coming right around the corner."


Can't wait to lose myself for another couple of weeks (months) in this game!


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Phil
Germany
Bremen
Bremen
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Oh yeah, that will be a great day.
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Marijke
Belgium

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And it's out! "Secret Vampire dwarves, evil mists and rain," Whoo boy! Don't count on my for anything important (that does not involve digging for treasure) anytime soon!

I particularly like this line: "demons masquerading as gods will try a little harder". They'd better. No one likes a slacker-demon!

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
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