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Lua Beta + Patch 51.06 ⛏ Dwarf Fortress Dev News

Hey again!

It’s Alexandra with a big update including patch 51.06, the Lua beta and a few things from the community too. Patch 51.06 includes a few fixes and tweaks for Fortress Mode and Adventure Mode.

[h3]Patch Notes 51.06[/h3]

Fortress Mode
  • Made some strange mood dwarves not get stuck at workshop selection stage
  • Stopped people from claiming and using inactive bedroom zones
  • Stopped the dead from claiming inactive tomb zones
  • Decreased prepared food item value
  • Made custom announcement settings load properly
  • Added setting to turn off visible rectangle dimensions
  • Added crash safeguards to report popups and other widgets
  • Fixed seed cap limit and made deletion of seeds over cap respect planting status


Adventure Mode
  • Added escape/rbut to leave adventurer difficulty selection
  • Fixed issue with adventurer race selection lists not being unpopulated on exit
  • Fixed buffer overrun involving tents
  • Fixed crash related to site plot use allocations
  • Added highlight to adventurer destiny selection in Classic mode


General updates
  • Added crash safeguard for syndromes
  • Updated some metal elasticities
  • Fixed graphics for tiger, whale, and whitetip reef sharks


[h2]Lua Beta is here![/h2]

We have the new Lua upgrades from programmer Putnam up on the Experimental Branch for you to try out. If this is the first time you’re hearing about Lua, read our update from September. The old modding format still works, but now formerly hard-coded features like forgotten beasts and vampiric curses will make their way out into moddable text files. Not only will you be able to create more powerful mods but this is also a necessary update for the future Myth and Magic system. You can experience the beginnings of that system with the magical items in Adventure Mode!

The Experimental Branch update also adds a distinction between portable and roaming save data. Saves will now go into AppData/Roaming instead of the local save folder, unless you set the portable option from settings. This only applies to the experimental branch.

If you’re interested in playing with the Lua, check it out on the Experimental branch and let us know what you think! We also have two modding channels and a forum on the Kitfox Discord in which you can discuss your mods with your fellow urists.

[h3]Plump Helmet Man in love?[/h3]

We’ve with collaborated with Quendelf to make a music video for her song “Plump Helmet Man”, a love song about a tavern keeper’s wife and a plump helmet man. Check it out on the Kitfox Youtube but also make sure to visit Quendelf’s Twitch channel and Patreon if you want to support her work.

[previewyoutube][/previewyoutube]

[h3]Community Mod Spotlight[/h3]



While we look forward to some extra cool mods to come out of the Lua beta, we also wanted to take a moment to highlight some existing community mods. If you enjoy scrolling through your world’s generated history in Legends Mode you might like this first mod. LegendsViewer by Kromtec adds visualizations to the rich history generated from Legends Mode at a glance, now updated for the Steam version.

For a variety of modded playable civilizations such as Barrel man and Cheese man, there's the Civilization Patch For More Vanilla Creatures by ryno.

If you’re looking to a new look for your armour, check out the Auric Steel mod by Daedalus127 to add some golden flair.

What are your favourite Dwarf Fortress mods? We’d love to highlight even more in future updates!

It's an exciting time in Dwarf Fortress development and we can't wait to see the potential of the Lua upgrade. You’ll be hearing from us again soon.

-Alexandra

Dwarf Fortress has some exciting plans for the future

With Adventure Mode out now, the Dwarf Fortress team are looking ahead and it's sounding quite exciting with some big features coming to the game.

Read the full article here: https://www.gamingonlinux.com/2025/02/dwarf-fortress-has-some-exciting-plans-for-the-future/

With Adventure mode squared away, Dwarf Fortress is entering a 'new era of development' as its devs shift focus toward future features




Last month, the Steam version of Dwarf Fortress received the long-awaited addition of its absentee roguelike Adventure Mode after a lengthy beta period. The fan-favorite feature from the game's ASCII era allows players to venture the vast, procedural wilderness as a lone, probably doomed wanderer. Today, Dwarf Fortress publisher Kitfox Games announced via a Steam news post that Adventure Mode's return signalled a "new era of development," detailing the plans that Dwarf Fortress's creators have for its future now that they've brought its past to the present...
Read more.

Colony sim icon Dwarf Fortress is entering a new era, as dev shares huge roadmap

Bay 12's Dwarf Fortress is nearly two decades old and it's still going strong on Steam, but in the wake of its new Adventure Mode, the developer is showing no signs of slowing down. Dwarf Fortress has shared a huge new roadmap that lays out exciting features and improvements coming to both Fortress and Adventure, and I honestly can't wait.


Read the rest of the story...


RELATED LINKS:

Dwarf Fortress becomes a full RPG as adventure mode finally launches on Steam

The most detailed sandbox game ever hits its lowest price on Steam

Long-awaited Dwarf Fortress adventure mode is now playable on Steam

Next Steps for Dwarf Fortress + Patch 51.05 ⛏ Dwarf Fortress Dev News

Hey Urists,

It’s Alexandra from Kitfox! We are back and hope you’ve been enjoying your time with Adventure Mode. It’s been so much fun seeing you discover magical items, creating your adventurers and running into giant snakes (a more common occurrence than I thought would happen). It’s officially time to enter a new era of Dwarf Fortress development.

Now that both modes have been updated for the Steam version, we can focus on quality of life fixes, more modding support and brand new features Tarn’s been excited to add. We will be busy with Dwarf Fortress development for a long time!

[h2]To start, today![/h2]

Today we have patch 51.05 with some crash fixes and some other helpful changes. We also now have art for all of the tree growths, like fruit, flowers, and leaves.



[h3]Patch Notes 51.05[/h3]

Fortress Mode
  • Fixed crash on justice screen and adjusted convicts menu position
  • Fixed crash relating to empty work details list
  • When choosing rectangles, shows dimension of rectangle
  • Allowed numbers and symbols in unit list search


Adventure Mode
  • Display speed and gait and momentum on main screen
  • Summoning abilities should work now
  • Stopped creating beast rumors (and thereby kill quests) for civilized predator/subterranean creatures (new worlds only)
  • Added button to go back to destiny/difficulty selection from character creator
  • Classic mode travel maps now show up properly


Graphics additions/changes
  • Tree growth pictures (leaves, flowers, fruit, etc.)
  • Added zombie syndrome class to husks so they'll display properly (new worlds only)
  • Option to print only periods for the ground in Classic mode returns


[h2]Next few updates[/h2]

Very soon we will also have Programmer Putnam’s Lua upgrade which will allow you to create more powerful mods and lay the foundation for future Myth and Magic updates. We just have a few more fixes to make and then we will be ready to put it out on the experimental branch. Stay tuned!

Our first Fortress Mode releases will focus on improving sieges. We want to give players the tools and abilities to be more properly prepared for an attack.

The update will also add the first Fortress mode abilities to interact with magic systems (beyond necromancers and mods.) Here are some possible changes, none of which are guaranteed, but which we are aiming for:

  • Allow siegers to plan and learn, tracking where deaths occur and using alternate routes
  • Properly equipped siegers should be able to build, demolish and dig (default on, can be turned off in difficulty settings)
  • Kidnapped humans and dwarves should be more interesting - warlords and demon-trained sorcerers focused on siege warfare and infiltration (for now)
  • Temple/etc.-based defenses for any magic that proves too annoying to combat with soldiers
  • Ranged weapon/squad fixes
  • Changes to defensive siege weapons to make them more useful
  • If ranged weapon changes remove the delightful effect of fast-shooting crossbows, add a repeating defensive bolt thrower emplacement that uses regular bolts
  • Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts
  • Make megabeast and kobold attacks more functional and interesting
  • Fix and improve underground civilization attacks (as far as we can without future map changes)
  • Anything from Combat Flow and Combat Styles that comes up, also a notion of reach


We don’t know how many weeks it will take, but Tarn will be working through the list steadily.

[h3]After That: Site Building (Adventure Mode)[/h3]

We’d like the add the ability to make your own settlements, also known as “Site Building” as the first major Adventure mode feature post launch, since it used to be in the classic game but didn't make it in for the graphical version. This will happen after Fortress Mode gets updated with the siege improvements above. It does involve some new interfaces, and so will be a fair bit of effort, but we know some of you are eagerly awaiting it.

[h3]After That: Maps[/h3]

Next, we’ll focus on world map rewrites and additions and beautifications, especially those needed to get us prepared for a more magical and procedural, dynamically-reactive future. You’ll see this in Fortress Mode since a lot of these changes are underground but there will also be changes aboveground.

We'd also like to further differentiate the existing natural biomes, plus of course anything magical or strange we add.

[h3]Eventually: A Return to Systems[/h3]

Before the Steam version, Tarn was working on various features. Villains, army warfare, civilizations, etc, and this (after Maps) is when Tarn would turn to look at those again.

When will that be exactly? Well.. after siege improvements and Lua becomes more stable we will have a better idea on what will come first and how it will be implemented. We don’t have timelines or exact promises for any of this right now and there’s lots to do beforehand but it’s all coming! We’ve tried to predict how long things take before, and it’s never worked out well for us, so we’ll just take it one release at a time.

Every step of the roadmap above will also include art additions, and even more myth and magic changes and content that make sense to add along the way, and keeps Tarn’s morale high, as he’s been looking forward to those since Tanya met him all those years ago.

So this gives you a general overview of our plans for Dwarf Fortress for a while. Thank you for joining us on this journey beyond quality.

- Alexandra