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50.10 now live: Alerts, ammo, food, and Linux

Here's the long-awaited 50.10! The game is now available for Linux, and this patch has some needed updates, like the ability to look at old alerts, ammo that works when uniforms are changed, and soldiers that don't hoard rotten food in their rooms.



We're going to continue now on parallel tracks. The main work will be on adventure mode. There should be more to show there soon as we get the site travel images in place and get the character running around the world again. Putnam has been working on some interface changes that should allow us to more support the keyboard/mouse interface options as we go, which I know is concerning for some people. It has taken longer than we expected to get the ball rolling generally on adventure mode, but the time ahead is clear now and we're optimistic it'll go smoothly.

We've also got more work to do back in fort mode. Some form of the full ammunition control system needs to come back for instance - we'll continue with patches like this one as we go.

As some of you might have seen on beta, here are the full patch notes:

New stuff
  • Can view all alerts, including old ones that have been dismissed
  • Can view combat reports from creature sheets
  • Can pause combat reports whenever new events are added
  • Added crash logging
  • Can now play the game on Linux



Major bug fixes
  • Fixed crash from removing zone with assigned unit
  • Fixed multithreading crash related to announcements
  • Fixed a potential crash issue with monarch arrival and made them provide more wagons properly
  • Fixed potential crash related to certain traveling creatures
  • Ammo assignments are updated properly when changing uniforms
  • Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)



Graphics additions/changes
  • New stone ramp graphics



Other bug fixes/tweaks
  • Made creatures more able to get out of trees
  • Sped up mid-level map retrieval (helps slowdowns on large world embarks)
  • Optimized relationship lookup for socializing dwarves
  • Fixed out of bounds issue with wheelbarrows
  • Stopped music mods from throwing error when making a new world
  • Fixed crash when there's an invalid language (mods)
  • Made broker leave depot when last wagon leaves instead of first


Have fun!
Tarn and Zach

P.S. from Kitfox:
Although Tarn had covid and sadly had to miss it, the procedural generation panel we organized at PAX West features three game designers discussing various Dwarf Fortress systems and others. It's insightful and brilliant! Watch it here on YouTube, though I'll warn the visuals aren't very compelling, so maybe think of it more like a podcast. Enjoy!

Beta Branch Patch Notes v50.10 (Sept. 12 2023)

Hi Urists,

We have an update to the beta branch with some of your most requested fixes including the ability to view all alerts and a fix for archer ammo. You can look at your old alerts now, and you can also view combat history from a creature's sheet and advance through it one step at a time if a combat is active.

Ammo should work if you've made custom uniforms for archers now. Soldiers shouldn't hoard rotten food in their rooms. Lots of crash fixes and some more optimization. There's also a potential fix for dwarves being stuck in trees but it needs more testing to see how effective it is. All of the following updates are going on beta first so we can figure out what kind of problems will arise before we move over to the main branch.

Thank you to everyone for being so patient with us as we get back to full strength!

New stuff

  • Can view all alerts, including old ones that have been dismissed
  • Can view combat reports from creature sheets
  • Can pause combat reports whenever new events are added
  • Added crash logging


Major bug fixes

  • Fixed crash from removing zone with assigned unit
  • Fixed multithreading crash related to announcements
  • Fixed a potential crash issue with monarch arrival and made them provide more wagons properly
  • Fixed potential crash related to certain traveling creatures
  • Ammo assignments are updated properly when changing uniforms
  • Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)


Graphics additions/changes

  • New stone ramp graphics


Other bug fixes/tweaks

  • Made creatures more able to get out of trees
  • Sped up mid-level map retrieval (helps slowdowns on large world embarks)
  • Optimized relationship lookup for socializing dwarves
  • Fixed out of bounds issue with wheelbarrows
  • Stopped music mods from throwing error when making a new world
  • Fixed crash when there's an invalid language (mods)
  • Made broker leave depot when last wagon leaves instead of first

Tarn is back in action! Almost there!

Hey folks!

Tarn is back from Germany and covid positive! Even a week later! Ouch! Thanks to all of you who visited Tarn at Gamescom. Despite the illness, it was rejuvenating to meet a continent of fans and watch people build succession forts at the booth. Putnam continues tinkering and improving, but in terrible luck, Tarn & Zach are also dealing with a family emergency that unfortunately continues to worsen.

But the good news is that a patch is incoming, as promised, just a bit behind schedule. Tarn is back at work, mostly recovered, fixing bugs and implementing some new graphics you should be able to see by early next week at the latest.

Stay safe and vaccinated!
Kitfox & Bay 12

Linux Mode, Reports and Gamescom news ⛏ Dwarf Fortress Dev Update

Hey Urists,

A short update this week as we prepare to head to Germany for Gamescom. While art and audio and other developments for Adventure Mode continues, we also have two much-anticipated updates coming soon(ish) for Fortress Mode.

The Linux version is almost ready, and in about two weeks we will be looking for beta testers, after Tarn gets back from Germany... in fact, it's already on the Public Beta Branch!

A patch in the works will also soon give you the ability to view all reports, pausing when a new announcement is added, and viewing a particular creature’s reports.




I also heard rumors of giant animals, but those must be further off on the horizon. I guess I can already see them coming because they’re so big.

Kitfox will be at Gamescom this year with Dwarf Fortress, Caves of Qud and the soon-to-be-released Six Ages 2: Lights Going Out. Tarn Adams will be at the Kitfox booth from 2-4pm every day of the show to meet you! You can find us at booth 91 in the Indie Arena Booth. We can’t wait to meet you in person!



We are also hosting an after-party on Thursday August 24th from 6-10pm. Join us for an evening on the Rhine with food, drink and tavern tales among Urists. Meet Tarn and pixel artist Carolyn (ask her about procedural faces!). Get tickets on Eventbrite

So that’s all for now, but you should be seeing another update real soon!

-Alexandra

Procedural Faces + Adventure Mode Progress ⛏ Dwarf Fortress Dev Update

Hey Urists,

It's Alexandra here from Kitfox with a seasonal video update from Tarn. We have updates on the art and programming side of development as Adventure Mode work continues. Watch the full video on Youtube:

[previewyoutube][/previewyoutube]

One of the most exciting new updates is that we have started creating procedural dwarf faces. This means that a dwarf's appearance will reflect the personality from their description. Here are some of the prototypes that our artist Carolyn has been making:



Watch the full video to hear about updates to Adventure Mode, the Linux version and to see a Giant Capybara!

We are also working on a new beginner-friendly tutorial series with Dwarf Fortress content creator BlindiRL. We have a complete starter guide and a tutorial on making wells with more to come. It's never been easier to learn how to play Dwarf Fortress!

[previewyoutube][/previewyoutube]

To discuss all the latest with your fellow urists, please join our Discord.

-Alexandra + Bay12