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Dwarf Fortress News

Bridges for traps and defense

Hello!

This time we'll revisit bridges, which Patrick has done another pass on.



Here I've set up a double wooden drawbridge. You can see now where the mechanisms are, and thus can tell from the image itself which way the bridge will raise. (The fisherdwarf has been busy catching salmon, steelhead trout, and mussels, but I didn't make a food stockpile, so they are littering at the riverside.)

This is the bridge in action:



This might keep some invaders out of your fort, but you'll often want to build further defenses deep underground in case things go terribly wrong.

Here's a stone bridge over an internal moat:



The water isn't necessary if you dig a deep enough pit, but it's fun to play around with nonetheless. For this moat, I connected a surface stream to my fort using a channel and then a staircase. The water flows into the moat from a submerged hallway at the northern side. Of course, due to water pressure, this is incredibly dangerous, so a submerged hallway on the southern side connects to a staircase which drains the water further down into the natural underground caverns. Lots of giant mushrooms currently being rained upon down there. You can avoid this by using floodgates and only admitting as much water as you need.



When the bridge goes up, dwarves in the hallway are safe from arrows, though the way I've set this up, the initial lever puller would be exposed.



Here's a steel bridge, or diving board, above a volcano, along with a pit zone. The game doesn't care what's below the pit zone particularly - once a prisoner or beast is designated, a dwarf will bring them over and throw them in. You can use this to create lion pits and stuff like that, or you can use it over volcanoes and other such places, as you like, for captured thieves or invaders.

- Tarn

PS: Alexandra from Kitfox here, the one who posts on Tarn's behalf. Hi! I did an interview with content creator BlindIRL that's worth checking out. Stay tuned for future community events!

New Trade Depot + Animals and Wagons

Hello again!

Over the last few weeks, part of what we've been doing involves trade in the fortress, both making it look better and adding some new practical pieces as well.



Here we have some full wagons on the bottom of the screen bringing much-needed supplies to the player, through a bamboo forest. There's also a yak with some bags packed on it that is part of the caravan as well, and a few bodyguards. On the wagons and animals, there's not a lot of graphical real estate to work with, so the images reflect the amount of stuff being carried (there are four levels), rather than specific items.



Once we get to the newly redesigned depot, though, the situation changes, and we can show specific trade goods on the tables. The tables at the top are for the visiting merchants, and they also get the northern stool. The bottom tables show the goods the fortress is willing to trade (which are selected by the player), and the fortress broker sits on the southern stool.

In the image above, the left side is before the wagons arrived, and on the right side, the wagons have unloaded (you can see the wagons resting at the very top.) I've also brought the, um, goods I had on hand in my little test fortress, ha ha. It is a bin of wooden crafts and some turtles we caught. I'm sure the thriving capital of the dwarves will love my little turtles.



Just for fun, here's an image of the depot in the old version. I've circled it in green in case you have trouble picking it out! The separate tables and the ability to tell who is trading which item are new to the graphical version.



We're still working through the trade screens. Here you can see what we have for bringing items to the depot so far. It's a little easier to select groups of items now, as well as bins containing various objects, but we're also going to allow direct selection at stockpiles and from the items themselves, so you won't have to handle everything from the depot, which could be very cumbersome to say the least.



A little of this applies to adventure mode as well! Here I've packed some items on my trusty donkey, and that is visible now as I lead the critter through the village.

- Tarn

New Lever System and Filling Barrels

Hello!

Levers in Dwarf Fortress can be hooked up to all sorts of buildings and machines, such as doors, floodgates, gear assemblies, cages, spikes, and bridges. In the old game, this was a reasonably painful process, where mechanisms had to be manually selected, lists scrolled through, and afterward it was very difficult to figure out which lever was linked to which building without just pulling it and seeing what horrible things happened.

This has been changed now! In the video, you can see what we currently have:

[previewyoutube][/previewyoutube]

When you click "link lever", two appropriate mechanisms are chosen by default. You decide what to link the lever to by clicking on it, and once you've hooked it up, both the lever and the linked building have a list of links with a recenter option. So hopefully there will be fewer unnecessary tragedies.

Patrick has also drawn up some new barrels, with their contents, so that you can get some information about your food stocks at a glance.



Here we have some dwarven wine and rum, as well as meat, fish, plump helmets and seed bags.


- Tarn

Video Dev Update: A Huge Fortress to Explore

Greetings all!

Alexandra here with the Spring video dev update showing off all the latest features in Dwarf Fortress with Tarn. This time, we have some new, exciting developments in the Fort including bedrooms, tombs and a visit from an elven caravan! We have have big updates on the building interface and zoning placement.

[previewyoutube][/previewyoutube]

That's it from me today, see you next update!

-Alexandra

They Live! Mushrooms and moss growth 🍄

Hey everybody!

This time we have a look at the expansive cavern system that you can find underneath your fortress.



There are all sorts of mushrooms down there, which Patrick has prepared for you. Big ones, little ones, really big ones... in the image above we have tower caps and fungiwood growing in the subterranean water pools, and the floor is entirely covered with smaller fungus. The largest multitile growths can be used for lumber if you manage to reach them and recover the fallen material, and the smaller ones can be used for food, dye, and clothing. These can also be cultivated. Your dwarves can use the water for all sorts of purposes, especially if the surface level lacks a river or brook. (We still have to handle the blue water behind the tree images, and the ramps cut off prematurely sometimes.)



Since the largest mushrooms occupy multiple vertical levels, you see slices of them as you move up and down through the levels of your fortress. In the gif, we start at the mossy floor with a spattering of webs and small vegetation (and a cave ogre) and move up three levels, viewing the caps as they round out at their tops.



You can see three different gem clusters in this image of a lichen floor. The open cavern makes it easier to prospect for ore and other useful minerals, but also leaves you exposed to visits from various creatures if you don't take precautions!

- Tarn