Download Now. Editors' Review Download. Full Specifications. What's new in version 0. Release October 8, Date Added October 8, Version 0. Operating Systems. Total Downloads 24, Downloads Last Week 0. Report Software. Related Software. Experience an epic story in the rich fantasy world of The Elder Scrolls.
Arm yourself with weapons of legend to defeat crabpeople, underpants gnomes, hippies, and other forces of evil. Swords and Sandals 2: Emperor's Reign Free to try. Fight in tournaments, with ranged weapons, magic spells and powerful champions to battle. Not possible without re-writing a majority of the code which today isn't up to, and will never make it open source so it won't be ported. There are 10 types of people in this world. Those that understand binary and those that don't Quote.
Think about the FPS. Sig Are you a GM with players who haven't posted? The Delinquent Players Help will have Bay12 give you an action! Quote from: piecewise on April 19, , am. This game will probably never get ported. Just think of how complex it is right now, Not to mention on an android. All glory to the Hypnotoad. If it was ported it would be after version 1. But by then android devices should be developed to the point where they could handle Dwarf fortress at a good enough fps.
I'm optimistic and see this as a possibility, although not likely. The developer, mifki Limited , has not provided details about its privacy practices and handling of data to Apple.
The developer will be required to provide privacy details when they submit their next app update. With Family Sharing set up, up to six family members can use this app.
App Store Preview. Screenshots iPad iPhone. May 13, Version 2. Ratings and Reviews. App Privacy. Information Seller mifki Limited. Size Category Games. And appropriately enough, here are our first procedural creature pictures. Night trolls! As you can see here, they reflect a lot of what's going on in the descriptions horn character and number, tail character and number, hairiness, skinlessness , but because we glue them together from parts that need to be reused, they don't reflect absolutely everything joints, howling.
With their much greater diversity, depicting forgotten beasts and demons will require more forms and effort, but similar principles should work out. Castes Here's some additional detail for creatures - differentiation based on 'caste' information. Now more domestic animals can be distinguished by their images.
Stockpiles And finally, the next iteration on stockpiles. We're still working with these, and signage etc. As usual, we worked on some other things that aren't quite ready more with trees, wagons, and so forth. Not just because of the ramps, which we showed you with the last set of pictures, but just wrapping your head around the three-dimensional map can be a bit much when it only shows you a cross-section at a time. Multilevel Display Here's a lot of what we've been working on recently.
There have been additional attempts to sort out a few of the minor issues you see there with soil-edge-shading and so forth, and work is ongoing, but this helps a lot already! Multilevel Animation Ha ha, here's a dev log foray into animated media, scrolling down a few levels. Those images take place in deserts since our work on vegetation is in flux. We'll be able to show some pictures there later when it is ready. Finished Placement vs. Planned Furniture We're experimenting with transparency for planned furniture.
Here are two similar bedrooms. Blind Cave Ogre and Gorlak Even in the new display, as some people noted last time with the domestic animals, we can't show the exact size of creatures - there's just not enough room in the tiles.
However, we can bend the constraints of tiles a bit, as we did with workshops. Our currently specifications allow creatures like dragons to visually occupy most of six tiles three wide, two tall , though the game logic is still the same creatures are in one tile, sometimes many creatures. More great work from our artists! More to see next week! I hope all is well. I also did an interview with Literate Gamer last month that goes into the graphical release and what comes afterward.
Ramps Here's an example of a more gnarly ramp situation which would of course be a ton of upward triangles in Classic DF. We're still working on shadows and transitions, but it's going pretty well, I think.
More ramps Here's another one that also has some hematite at the north side and some brown jasper at the south side. We're hoping to shade the stone around the jasper like the sort of stone it is in, rather than the current lighter color.
Additionally, we've continued along with workshops and walls. All of the standard 3x3 workshops are displaying in the game now. Fort Here's a small fort with a carpenter, mason and metalsmith under construction, with a little bit sticking up above the wall. The smoothed walls use the proper picture now though the color still needs to match the rough stone , and you can also see a constructed wall made from blocks on the top right. Since many people like to patch up their forts perfectly, and others want constructions to be distinct, the current thinking is to go ahead and allow constructed walls to be smoothed and engraved like regular walls.
Engraving constructions is a long-standing request, so even better. Many domestic animals Finally, in Critter News, we have domestic creatures displaying. I sold all the material in my starting wagon except for a pick and bought up a barnyard full and set them by the water.
I realized late that the last dev log was a bit confusing, and that despite how things have worked here for many years, there should probably be some pictures, ha ha. Please remember that these are all works in progress, and absolutely everything about them is subject to change.
Hill Carpenter This is what I mean by different grid sizes. The visible fort area is made up of 32x32 tiles, while the old interface which we haven't touched yet is 8x12 tiles. You can see some of the week's work in this shot as well. We're experimenting with ramp shadows there are a few cases there were the shades don't match up , as well as ramp shapes. You can see to the left and right of the door how some of the recessed ramps don't match up with the others.
There are a lot of different ramp configurations, so this is an ongoing process! You can see here the stockpile and some log items, as well as a placed door and a carpenter's workshop. These are mostly soil walls which will likely be reddish brown later, instead of gray - the game is pulling from the RGB values of the material definitions, and the soil materials don't have corrected colors yet.
Some Rooms In this image, you can see some small rooms underground, where I've smoothed the top portion of the largest room as well as the first small room to the right. Here you can see the wall shadow effect, as well as the variations in rough stone floor texture and the gem walls where the miners uncovered some rubicelle. I've mostly been working with these shadow and floor textures, but we also got a preliminary dwarf displaying as well! They are built from several pieces twelve layers currently , and we'll be able to show a picture of that once it is further along.
Mike and Patrick have also done hundreds of creatures, items, workshop, plants and more, and I just have to keep working to catch up with them, ha ha ha. But work continues! The basic support for multiple differently-sized grids is done. I haven't added much tile support yet, so what I saw was just a grass-and-stone field with the menus printed above it, but on the other hand, that was the first major hurdle. Now I'm just slogging through a list of identifiers and draw commands so the artists can put all of their various art into the game and tweak their existing pictures and so forth.
So far, so good. Fixes old and new this time. From the new category, aside from crashes, marriages were being dissolved frequently and friendly visiting experiments were breaking too much furniture.
Barring sudden issues, this will be the final bug-fix release before we get the code work started on the graphical version.
There's a lot left to fix before that version is ready to be released, and we'll be doing parallel bug fix releases as the graphics stuff progresses. If you've already contributed and have been waiting, now is the time to reply to the email I sent, or feel free to email me at toadyone bay12games. We won't be able to take new requests starting March 1, and we'll have to be firm about that in order to stop the process from continuing forever, so please don't delay.
The next fix release should be coming by the end of the month. GDC is rolling around again in March, and the graphical code work will also begin, so it should be a hectic and interesting time. I've also done a few quick changes to socializing and stress, but that's a longer project as well. Dwarves clump now in zones and taverns, which should help with the friendship rate, and I've made the most stressable dwarves a little more fixable.
Reminder: We'll start coding on the graphical version in a few weeks. We'll still have these bug-fix releases periodically, though there will be an initial gap of some time while I get the core framework done to the point where the artists can use it. But there should be at least one more bug-fix release around the change of the month before that work begins. There were sudden inspections and other such to deal with. Hopefully I won't have to move soon, but we'll see!
I did get some stuff done the last few days as we now head toward the next fix release. Another world gen crash fixed. Hopefully took a chunk out of the raid crashes there was a large problem with the post-raid equipment manifests , but there are definitely still other issues there.
A few quirky issues like mercenaries attacking themselves, and tomb builders being able to control mummy zombies indirectly and even make them siege themselves. Crash related to pack animals, and an unretirement crash. Fixed a fort loyalty cascade from historical spy identities - loyal dwarven spies that had infiltrated the goblins historically would arrive during play, still claiming to be members of the goblin civ as grown-up or second generation abductions , and fort dwarves would believe them.
Now they sensibly drop those identities and become regular citizens or visitors of the fort, preventing any free-for-all violence from starting. Most notably, world gen crashes should happen less often, having babies should cause less trouble, and some adventure mode problems with quests and mounts should be fixed. We'll continue on with this process, working in some older bugs for next time as well. Most importantly, we will need to stop accepting reward requests after February.
Anybody can still get one this month. We'd been fortunate to be able to keep up with them since and all the new Patreon people that wasn't a sure thing at all, as we all discussed at the time , and we've finally reached a tipping point where it's starting to detract from development and something needs to change.
Here's a Patreon post with some additional details. We've clean up some of the worldgen crashes and other issues and will do just a bit more before getting the first fixer-upper release posted.
There are various bits we're going to have to loop back around to after the graphics work is complete see previous lengthy dev log , so perhaps this should be called the first villains release, or more "the guilds and temples and adventurer parties and pets release which also has artifact heists and extensive historical villainy, with lots of new mostly evil magical stuff", ha ha.
We will get to the fortress plots beyond artifact heists when we return, as well as the ability for the adventurer to be a villain and to investigate them more effectively.
The features are listed below. For fortress mode, the most important new elements that will be commonly encountered are petitions for guildhalls and temples. When enough believers or laboring dwarves are in the fort, you'll receive a petition, and it's up to you if you want to try to build the location for them or not. To satisfy the temple petitions, you must assign a priest the game will remind you with an announcement when your temple is ready for one, after a certain value threshold is crossed.
The main benefits of guildhalls and priests currently is the ability of guild members to share knowledge, and of priests to give inspiring sermons and comfort stressed-out dwarves. Less commonly, but also important, a villain may target your fortress, especially when you get up to having artifacts they might covet. If you notice an artifact has been stolen in a non-kobold way the announcements will be different, make sure you have a sheriff to receive the reports , you will be able to interrogate anybody about the crime - witness reports might be useful with a name, or they might just indicate the artifact is missing.
Interrogation leads to a report indicator on the left, which you can read in the usual way with 'r'. This also opens up the counterintelligence screen, which will keep track of information for you. If you manage to interrogate the handler of any treacherous dwarf, generally on a return visit, you might even get the name of their master, if they have one, or get details of other plots throughout the world, though most of them cannot impact your fort directly yet.
Dwarves have some more general relationship types now especially the historical ones, who can arrive as war buddies or athletic rivals , and they can also have multiple lovers or get divorced or have children before they are married. Most aquifers in the fort are now slower filling. You still have to act pretty quickly this makes them remain useful for wells and other liquid matter , but it is very possible to just wall them off or otherwise deal with the water if you are ready.
You can still place a wall on top of shallow water. If you want an old-style aquifer, just embark where there's a "heavy aquifer. The main new bit in adventure mode is right in the beginning - well, not quite. Don't be fooled by the first character creation screen which is unchanged , you'll get to the good stuff right after. Mounts greatly speed up travel if everybody has one make sure the mount is their pet.
If you forget a mount or meet with tragedy, you can claim a new mount generally from the pastures of human cities, or wherever tame animals can be found. You do not have to purchase them currently. Just press 'h' near one the same key you use to mount and lead animals. If the wrong party member claims it, that party member can give it to the right one as a gift a new conversation option which can be applied to anybody.
Pack animals including many mounts can also carry items. Press 'p' to place an item on a creature. This can greatly increase your capacity to carry food or treasure. It would be more convenient to allow them to be inputted with any capitalization, as with the "exterminate" script.
It's a Dwarf Fortress like, in 3D and a futuristic setting. It's also a passion project, so I'm not expecting formalized release dates! Needs a name. A web server that runs inside Dwarf Fortress to show you world history. Goblin Camp aims to be a roguelike city builder with an emphasis on macromanaging the economy and military.
Goblins camp is Dwarf Fortress-like game. Text patcher for x64 bit version of the Dwarf Fortress game work in progress, started in October Add a description, image, and links to the dwarf-fortress topic page so that developers can more easily learn about it.
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