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Fixes for Linux and Tutorial- Patch Notes for 50.11 (October 3, 2023)

Hey Urists,

We have a quick patch update today with fixes for Linux Mode, the tutorial and more. We will be posting a big update this week with a new roadmap for Adventure Mode and updated FAQ so stay tuned for that!

Release notes for 50.11 (October 3, 2023):

Major bug fixes
  • Fixed crash on linux related to game log threading
  • Fixed broken tutorial on click workshop step
  • Stopped tutorial prompt in tiny worlds where tutorial is invalid
  • Cleaned up a source of squad schedule corruption
  • Made classic graphics setting work properly on restart (hopefully for real this time!)


Other bug fixes/tweaks
  • Fixed potential problem with doctors vs. multiple hospitals
  • Ballista arrows etc. that chop down trees now count for treecap diplomacy
  • Image sets with non-uniform types now properly display as having a variety of types
  • Generic improvements now properly display "made a masterful improvement" in histories
  • Allowed single pair dances to generate properly
  • Fixed potential minor oddity involving animal placement


-Alexandra

Updated Dwarf Fortress comes to Linux, fixes those pesky marksdwarves




The Steam version of legendary simulation game Dwarf Fortress has a vital new patch out updating the graphical edition to work on ye olde Linux, a most dorky operation system for that most dorky of games. It was a delayed release, mostly because primary developer Tarn Adams just got over a bout with covid...
Read more.

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