I wanted to answer you, but then realized last time I played Dwarf Fortress was in 2012.Has there been any significant update in the last ten years anyway ?
Time flies fast
I wanted to answer you, but then realized last time I played Dwarf Fortress was in 2012.Has there been any significant update in the last ten years anyway ?
Has there been any significant update in the last ten years anyway ?
- Guilds organize and petition for guildhalls, guild members can do skill demonstrations
- Members of organized religions can petition for temples and priesthood recognition, priests give sermons and comfort stressed dwarves
- Traitor dwarves, artifact heists, interrogation for crime from the justice screen, counterintelligence readout with organization charts
- Most aquifers are much slower filling
- Can start with a party in adventure mode
- Specify background and starting location and beliefs in adventure mode (most labor skills still meaningless)
- Can start with specified equipment and pets in adventure mode
- Tactical combat mode for adventurer party
- Adventurer can ride mounts, place items on pack animals, lead animals, claim pets, gift pets, and name pets (rider skill matters for melee/ranged rolls currently)
- Can pet animals in adventure mode
- Addition mood information in adventure mode conversations, (simple) interrogation options, flattery, joke-telling, calming remarks, (very simple) sermons
- Simple intrigue display with actors and charts discovered in interrogation in adventure mode (in 'Q')
- Divination shrines with dice and various effects
- Lots of new intermediate positions (mostly without new mechanics) in entities (chamberlains etc.)
- Alliances against world-ending threats in world generation
- Various villainous activity in world generation, in play off-site, and (more limited) in fort mode, world generation surveillance, interrogation and punishment. Historical plots include theft, sabotage, abduction, assassination, coups, corrupt advancement promises, embezzlement, starting wars, and framing enemies.
- Romantic relationship changes (multiple lovers, affairs, children outside marriage, divorces, etc.) as well as other relationship changes and details (friendship/rival types, variables like trust, respect and loyalty)
- Merchant companies, military orders and mercenary companies, craft guilds in world generation
- Individual mercenaries and companies can upgrade their equipment, and richer world gen people can purchase houses and build up their own city towers
- Various religious interactions (shrine building, sermons, persecution) in world generation, lots of religious demographics tracking which influences shrine creation, religious sites and sermons influencing membership numbers, holy cities and a few levels of priest
- Various horrifying new necromancer/mummy/demon/vampire etc. matter - snow-balling zombie invasions, multiple experiment types, intelligent undead lieutenants with new powers, nightmarish summons, spreading evil zones, promises of immortality in villainous plots
- Dwarves can trigger dig-deep disasters in world generation, with repercussions coming to other sites, including fort mode
- Some new locations, some map details still in-progress, monasteries, private city towers, guildhalls, merchant counting houses, forts (bandits and mercenaries), castles have returned (basically unchanged), better necromancer towers and simple outlying buildings
- Your civilization will send out groups to found sites near prosperous fortresses
- Existing sites near prosperous fortresses will associate themselves to those fortresses
- Added ability to take over sites and install administrators
- Can view your new holdings from the 'c' screen
- Can send workers off-site and send out messengers to request their return
- Mulling over long-term memories can lead to shifts in intellectual values and personality changes
- Can pillage and raze and demand tribute from other sites
- Dwarves on missions can now can gain skills
- Military tactics skill is now gained and matters in off-site battles
New stuff
- Ability to send out squads to raid sites, rescuing prisoners and recovering artifacts
- Display cases and pedestals, museum zones, both in forts and other sites
- Can view the world map w/ rumors from fort mode
- Artifacts created during worldgen: dwarf moods, named heroic objects, holy relics, heirlooms
- New artifact events in play and worldgen: questers seek artifacts and ask for or steal them, invaders demand artifacts
- New historical events associated to the creation of artifacts (used in fort and worldgen)
- Agents used by civilizations to gather information, can assume cover identities
- Improved kobold site maps
- Goblin site denizens demand an identity instead of immediately attacking every stranger
- More modding control over pets and other animals
- Adventurer can assume a cover identity at will
- Adventurer can name their possessions
- New adventurer reputations related to artifacts
- New religious activity: monks, pilgrims and prophets
- Museums and other room types can be added to fort locations like taverns and libraries
- Various additional data in the XML export
That's around the time I stopped playing too. It was just before the health system upgrade.I wanted to answer you, but then realized last time I played Dwarf Fortress was in 2012.
Time flies fast
This mostly impacted the adventure mode interestingly.*changes*
This mostly impacted the adventure mode interestingly.
The worst part of the game comes out in beta today. Hopefully they can get back to work on the part of the game that is actually fun and interesting, lest I be doomed to officially dump DF and make Rimworld my main autism-fort game.
Minus a few minor differences it's as it was since the villians update, which is what I'm griping about. I'm just hoping this whole Steam version transition is going to be finally finished and we'll see developments that are focused on gameplay instead of visuals/interface.The worst part of the game comes out in beta today. Hopefully they can get back to work on the part of the game that is actually fun and interesting, lest I be doomed to officially dump DF and make Rimworld my main autism-fort game.
isnt base game fortress mode is just as good as it ever been?
or do they have stuff unpleasant?
I'd be happy to see that. No longer will a farm plot the size of one of my dwarves' rooms feed the entire fort.Frankly imho after UI they should finally do proper balance run for whole game and polish features that were there already first.
Here's to 2 more years of decline and nothing new being added. We wont live to see procgen wizards and magic. Even DF is now fucked. It's over.beta released yesterday has been stripped from any fun activities from original version