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Dwarf Fortress goes next-gen: Payable Content

lisac2k

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I know I saw a thread on Codex containing 'Dwarf Fortress', 'mouse selection' and 'ASCII vs. low-end graphics' the other day. Terrible creature discussion. :D

Just wanted to post something pretty much related to everything said here - Goblin Camp.
 

Heechee

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It's ok for local retards to download tens of mods for Bethesda's games, but it's just too much for them to download a single tileset for the DF. :roll:
 
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Steve gets a Kidney but I don't even get a tag.
commie said:
Fucking DF players: "Oooh an apostrophe! Man, that's a pretty cool looking monster! Whew...that was close! On no, here comes a question mark!"

:lol: Haha! I demand more commiedy!

On the original subject, Iguess it's pretty fair, if the animals voted in don't influence the game in some weird-ass way.
 

20 Eyes

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Insane Psychic said:
On the original subject, Iguess it's pretty fair, if the animals voted in don't influence the game in some weird-ass way.

It's 'fair' regardless of what Toady wants to do. It's his game. He's releasing it for free (at least for the foreseeable future). Dwarf Fortress players aren't entitled to anything.
 

Berekän

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So a new update it's released, a economic update, which brings up the Caravan Arc (a new kind of living economy), new features with animals like having them in pens (Fucking finally, I was sick of all those animals in my meeting room), the "Paid DLC's" animals :smug:, and some other things like a honey industry.

And this just when I started played Goblin Camp...

This is the first release of what we once called the Caravan Arc, where we'll be changing how trade and the economy work. The entire release schedule is up at the development page. This particular release doesn't have visible changes to trade -- just a lot of world generation infrastructure. People eat and starve in world gen now, though it doesn't matter afterward. Subsequent releases coming up will be making use of these changes during play, but don't expect too much there this time. There have been many other changes. Seeing most of them will require generating a new world.

There are lots of new domestic animals. We also added giraffes, rhinos, honey bees and bumblebees. Bees were the winner of the animal sponsorship drive and they had many associated jobs, so we didn't try to get into the other sponsored beasts, but we'll be adding those in with every release.

Animals can be placed in pen/pasture zones, and grazing animals will need to graze on grass (they can also eat underground fungus found in many open cave layers). Pastures should be made large enough to provide ample grass and to prevent animals from being stacked on top of each other. Animals crammed into one place for too long can become grumpy and violent, but the animals will stay in the pastures without much tending (a dwarf may occasionally run over to an animal if it wanders off the pasture border to walk around something). There is no way to trade for hay or animal feed at this time, so don't expect grazing animals in new forts to survive on glaciers or the deepest deserts. Many deserts have patches of grass (or succulents) now.

Sheep, llamas and alpacas (and trolls for goblins) can be sheared and the wool can be spun into yarn. Chickens and other birds will lay eggs in nest boxes if you place the boxes in accessible areas. You can mill rocknuts into paste and press the paste for oil (which goes into jugs). Pressing occurs at the new screw press building.

You can make many of the more clayish soil types into earthenware ceramics now (and you can make fire clay into stoneware and kaolinite into porcelain). If a fort embark location has clay above the aquifer (or any clay if there is no aquifer), it'll be displayed in the embark readout. I didn't get very far into glazing, but you can ash glaze and tin glaze (with cassiterite). Earthenware jugs need to be glazed to hold liquids. Stoneware and porcelain jugs don't require glaze but can be glazed. You can also make large pots out of various materials, and these act like barrels (they are associated to stockpiles in the same way, etc.).

Honey bees can be collected and kept in artificial hives (which you can make out of various materials). You'll need one natural hive on your embark location to get started, but after that you can split the colony into new artificial hives. The process is fairly automated. You just need to place the hive buildings and a beekeeper will do the rest. You can adjust a few settings on each hive to control which hives are held for splitting and which are collected. You'll need to have jugs around to collect honeycombs (the royal jelly holds up the process otherwise), and you'll need another jug to collect the honey. Wax cakes can only be made into crafts by a wax worker at this time.

The site finder records the best hit in each square now, and you can stop the finder at any time and browse the results. The categories and readout have been changed up a bit. Minerals have been redistributed on the world map, though this might not be satisfying as I was expecting to get a bit farther with dwarf mode trade. Adjustments might have to be made there until trade is updated. We'll see.

Animals and plants occur with more or less contiguous ranges now, respecting biome. There are specific grasses. The evil grasses are probably a little extreme and seizure-inducing. I might throttle that back.

I'm starting the first one to two week bug fix cycle now, so there weren't a lot of bug fixes for this release, but creatures, items and vegetation don't pick up as many contaminants now.

There are new options in the graphical map export from legends mode, and I fixed a bug there with village maps getting cut off.

For a list of the new tags available for modding (container reagents in reactions, etc.) see file_changes.txt or the new stock reactions.
 

20 Eyes

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The best part is you can now make large pots that act as barrels. No more mass-deforestation just to keep up with your dorfs booze consumption. That's
something that has bugged me ever since I started playing.

Haba said:
So just another completely worthless update. Nothing new under the sun, I guess.

After the caravan arc is finished, Toady is going to start working on the army arc, which is way more exciting.
 

Ovg

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Whoa, now civilizations tend to starve to death in first few years of the worldgen. Gotta get back to deons genesis 31.18f2.
 

Berekän

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Well, a good economy system always make things funnier, that's why I loved Anno 1404. Thought the most important thing to solve in the economy system is still to be done, and that's making a better UI for trading, it's so goddamn awful when you have to scroll throught the million rope reeds of an elven caravan just to find they don't have anything else...

And yes, apparently there are a lot of issues with civilizations starving in the first years, happens specially to Kobolds.
 

Johannes

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But when it is economy system at world generation that's mostly affected, I don't see how this changes the way I'd play the game at all. Maybe it will somehow affect some feature that actually affects my fort beyond randomising what imports I can have, but it's definitely not something that makes me want to pick up the game now.
 

Berekän

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Yeah, there's still a lot to be worked there I guess, I suppose right now it's just the structure for a future better economic system, where you just don't have to produce rock crafts like a madman to success. You need a economic background to set the different trading choices.
 

MetalCraze

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Pooco is right. First you need to make a game playable. Like including mouse support for human species. And only then you make it more fun.
 

Oaken

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MetalCraze said:
Pooco is right. First you need to make a game playable. Like including mouse support for human species. And only then you make it more fun.

Can you not read a manual Skyway?
 

thesheeep

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MetalCraze said:
Pooco is right. First you need to make a game playable. Like including mouse support for human species. And only then you make it more fun.

Indeed.

some fanboy said:
Can you not read a manual Skyway?
That has nothing to do with the ability to read a manual. Even with mouse support, one would have to read the manual for such a complex thing (though I prefer the trial and error way).

Nah, Skyway is absolutely right. The game is not playable in its current state without spending days to learn the controls so that you can actually achieve something similar to a gameflow... having fun. Even if you're familiar with the keyboard, you could never achieve the speed you would have with a mouse.
And a game (strategy/simulation game, that is) should never be about learning the controls, it should be about learning the game mechanics and how to deal with them. This is not Guitar Hero FFS!
 

poocolator

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MetalCraze said:
Pooco is right. First you need to make a game playable. Like including mouse support for human species. And only then you make it more fun.
You faggot.
I didn't say this at all.

There is so much butthurt over Dwarf Fortress that I can't help but conclude you're either all fantastic trolls or utterly retarded/insecure manchildren.

And, this:
Destroid said:
Days? Try 2 hours at the most.
A week after installing and playing, I knew where everything was and was playing by heart, without looking at the controls.
The learning curve isn't that bad; retarded fanbois who feel uber-1337 for managing to play it, after spending their twelve years on this planet playing some consoleshit games, promote that image. It's good for the self-esteem, see, when the people you've convinced of its difficulty are now recursively bitching about how difficult it is without ever having played it.
 

Fowyr

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Skyway cannot into games with complex controls and gameplay. He is the casual gamer.
:M
 

poocolator

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I'm talking about retarded shit like this:
2rmqi6o.GIF
 

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