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Dwarf Fortress News

Hotfix: Patch 51.13

Release notes for 51.13

General updates
  • Fixed a timing error introduced by ammo loading that caused many actions to be performed in slow motion, leading to all of the dwarves dying over a long period as drinking could not catch up with thirst.
  • Adventurer can wait when under attack while nocking or loading.

Ranged Weapon Fix and Forgotten Beasts 🏹Dwarf Fortress Update 51.12

Hello! Here's a new update, focusing on ranged weapons and colorful beasts.

We've reworked ranged weapons and archer behavior in preparation for the siege update.

Ranged weapons can now be nocked/loaded, which takes the bulk of the time, and this can be done before firing ('n' in adventure mode.) This allows archers to be a bit safer, since they won't be paralyzed for a long while after firing a shot. The firing force of bows is affected by strength and skill up to a point, whereas crossbows are slower to load but don't require skill and attributes to get their full force. Crossbows are also easier to aim. Loading speeds of all weapons can be improved with skill.

Ranged projectiles (shot or thrown) can be aimed at specific body parts. It's now also harder to hit targets that are farther away. Adventurers, fortress defenders, and enemies all have access to aiming.

In the fortress, your defenders will try to use nearby fortifications, stay away from the enemy, and not use their crossbows as clubs unless very desperate. Enemy archers will also use fortifications if they can get close. Fortress archers will try to reload from the squad ammo pool rather than engage in melee combat.

We've also brought back the ammo and supply management menus and worked out some old issues with them so they should function more smoothly.

The squad's ammo reserves can be set by selecting a single squad, going to their equipment, and selecting the ammo button. Multiple ammo pools can be set by material, amount, and whether they are used for combat or training (or both.) This allows you to eventually separate out metal bolts for combat and wood/bone bolts for training if you choose. Squads can store ammo in chests in a barracks if the barracks is set to hold that squad's equipment to give you some control over where squad bolts end up. Hunters also have an ammo pool you can set under Labor / Standing Orders / Other.

Here's a gif with some archers firing back and forth and making use of fortifications.

You can also set a squad's food and drink settings from Equip / Supplies. This allows you to set how many rations are carried in their backpack and whether their flask gets alcohol, water, or nothing.

Forgotten beast and titan graphics have been updated. In new worlds, they will now be generated with colors and multiple decorations.



Also, dwarves that die will lose their room assignments properly and a few crashes and other issues have been fixed.

Have fun!

Tarn

[h2]Patch Notes for 51.12[/h2]

Ranged weapon update
  • Stopped ranged soldiers from aggressively entering melee combat when out of ammo.
  • Made ranged units step away from close enemies and try to use any nearby fortifications.
  • Ranged attackers can aim at specific body parts.
  • Added loading and nocking states and actions for ranged weapons.
  • Made firing take much less time than loading.
  • Differentiated shooting and post-shot recovery times.
  • Added weapon-specific attribute and skill effects for aiming and delays.
  • Can set ammunition, food, and drink assignments for squads.
  • Fixed various issues with extra ammo being kept in quivers and ammo not being picked up.


New graphics
  • Added colorful forgotten beasts and titans.


General updates
  • Dwarves that meet with misfortune lose their room assignments properly.
  • Changed how item deletion works to fix some army crashes.
  • Stopped crash from unspecified inorganic dusts.
  • Stopped keyboard cursor from skipping large distances when scroll distance is larger than 1.
  • Made modded night trolls appear even when no night trolls are generated.
  • Made NO_PHYS_ATT_GAIN/RUST add/remove syndromes work properly.
  • Stopped requiring music and sound definitions to load saves (makes classic saves compatible again).

Dwarf Fortress Update 51.11: Quality of Ice Updates

Hey everyone!

Alexandra here with a bit of community news and patch 51.11. In the patch, we fixed some lost information when people leave and when they arrive. We also turned off the broken underground invasions until we fix them with the siege update and a bunch of ice related bugs that have been around for years. There’s also some new graphics going in for divine/artifact weapon tiles and the leather/metal caps in the portraits which you can see here:



[h2]Happy Birthday Tarn![/h2]

We wanted to wish Tarn a belated Happy Birthday, which was on April 17th. We got together at Kitfox and made a card for him with our artistic interpretation of “Toady One” in honour of the day. You also might have noticed the preview of animal people clothing in portraits! The art is now done but it’s going to take a while to get every single portrait into the game. We are pretty busy with siege-related stuff right now but you’ll see the new art in a future update.



[h2]1,000,000 Copies Sold![/h2]

And more good news: Last week we officially surpassed 1 million copies sold on Steam. This number represents countless dwarves, trials and tribulations from your generated worlds. Dwarf Fortress wouldn’t be the game it is today without the stories you bring to life in these worlds. So thank you from the entire team for supporting us throughout the years. If you haven’t already, consider sharing your story in a Steam review.



[h2]Dwarf Fortress Documentary[/h2]

Over the past three years, the video game documentarians at NoClip have been working on a Dwarf Fortress series. It covers everything from Tarn and Zach’s early days all the way to post-Adventure Mode launch on Steam. We think they did a great job of sharing such an incredible dev story. All four parts of the documentary are now available on Youtube:

[previewyoutube][/previewyoutube]


[h2]Patch Notes for 51.11[/h2]

Fortress Mode
  • People that leave the map no longer lose their room ownership associations
  • Stopped immigrants from losing their religions and some other affiliations
  • Added settings to customize keyboard scroll amounts
  • Turned off underground humanoid invasions until they are fixed
  • Add grazer text to creatures in unit selectors
  • Setting somebody to a work detail now properly disables others not in the detail
  • Removed ramp spaces above non-ramp constructions if the constructions are placed on ramps


New Graphics
  • Differentiated metal caps from wood/bone/leather/shell/woven caps in portraits
  • Images for weapon items that are artifacts / special materials


General updates
  • Stopped certain interaction of ice and constructions from creating void tiles
  • Made cave-ins happen more reliably with constructions vs frozen liquids
  • Stopped frozen squares revealed under removed constructions from lingering
  • Shrubs covered with frozen water no longer lose their species when they unthaw


See you in the next patch,

- Alexandra

Dwarf Fortress hit a huge new milestone on Steam, Noclip documentary now completed

Dwarf Fortress publisher Kitfox Games recently revealed that the game has managed to hit a huge milestone on Steam, plus the final episode of the Noclip documentary is out now.

Read the full article here: https://www.gamingonlinux.com/2025/04/dwarf-fortress-hit-a-huge-new-milestone-on-steam-noclip-documentary-now-completed/

Dwarf Fortress sells 1 million copies on Steam, so now Bay 12 Games can afford that 'little party' it planned




It's finally happened. Dwarf Fortress, the dazzlingly complex colony sim that was free for almost 20 years before becoming a massive hit on Steam, has sold 1 million copies since it tunnelled onto the platform...
Read more.