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Babies control moms with random crawling AI

Hello!

Yesterday we put up the last major solo release of Classic DF! There'll be some bug fixing now (which applies to all versions, including the future Steam release), and then we'll be pivoting entirely to Premium DF graphical work, which should be pretty exciting.

So far, the bugs don't look so bad... we did change the mount code, and apparently babies carried by their mothers (who are treated as 'riders') now control their mothers' actions with their random crawling AI, making the mothers wander aimlessly. It's straightforward to fix, but another odd tale for the DF chronicles. A mercenary company was hired to attack its own fort... a world history crash... it all seems manageable. We also need to fix an old raid crash, something to do with equipment settings. Once the worst is handled, the next era of DF can begin in earnest.

- Tarn

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[h3]Kitfox's Note[/h3]
Don't forget to sign up for the DF newsletter! Once work on Premium DF starts, I'll be sending emails out there so you get these updates right in your inbox. :) Or, of course, find us on Twitter and the like.

- Victoria (manavee)

Consoling stressed out worshippers

Hello again, and welcome to 2020!

We're still on track for January to be the month where the update to Classic DF is released. (Remember, the Steam version of DF is called Premium DF.) I've been cleaning things up and adding the last few features. For instance, dwarves in craft guilds can now hold skill demonstrations, and priests can give various types of sermons and console worshippers that are stressed out. Player adventurers can also give sermons if they choose.

Once that release is up, and we've handled whatever issues arise, the code work on a Premium DF will begin. I imagine that'll change the nature of these news posts a bit! The first order of business will likely be getting the artists fully up and running with the ability to see more of their work in play. I have to rework most of the guts of the display, so it'll take some time before we have new screenshots together. We'll be doing that before moving on to the broader interface updates and quality-of-life changes.

This should be an exciting year! I'm looking forward to seeing it all come together.

- Tarn

Happy Holidays!

Happy Holidays everybody!

Holidays have been hectic and enjoyable as usual, and there's not much specific to report, as the days where work does happen are more for testing and administrative stuff. However, we can say now that the final pre-Steam Classic DF release will be in January. After any fires are put out, my full-time Steam programming work to catch up with the artists will finally begin.

I hope all of you have a great New Year's!

- Tarn

[h3]Kitfox's Note[/h3]

Hey everyone!

Nothing much to report on our end either, but thanks for all the support and excitement this year. :) Can you believe we only announced the Steam version this year? Thanks for being a part of the community! Hope your 2020 goes well, and remember that wishlisting Dwarf Fortress on Steam helps us out a lot in the backend. Otherwise, we'll see you next year here (or Twitter/the newsletter!)

Cheers,

Victoria

Procedurally-generated scaly horned maggots

Hello again!

The first step on the villain release this time around was to build up justice information around the artifact heist from last time. This includes several sorts of witness reports: dwarves can notice when artifacts are missing from position or when they have been moved, and they also keep track of who has been admiring artifacts in case that ends up being of use (the thieves can hesitate before snatching the item when witnesses are around, and this leads to extra admiration, so it works out.) Your sheriff or guard captain can detain and interrogate anybody regarding the crime. That is, anybody you tell them to interrogate, as sifting through witness reports and deciding on a course of action is your job.

The second part of this most recent fortnight of work took place while I was on call for jury duty, so I didn't try to start any major push where I might be called to the court house the next day. This was a good time to do some of the pre-release testing that needs to be done. The main subject was the variously-improved undead invasions that can now happen in fort mode. We've done a lot of work with undead lieutenants and experimental creature and so forth, but hadn't tested invasions, which'll be a key method of interacting with them. It was good to see the failed experiments still manage a showing, with some procedurally-generated scaly horned maggots bringing up the rear behind the typical zombies. For some reason the two lieutenants (pale ghouls in this case) were obsessed with casting pain spells on my poor horse, but they also managed to make short work of all my test civilians.

To finish dwarf mode for the villains release, the main bits we need to complete are the wider investigations and some interactions with them (for instance, villains taking revenge.) Combined with the other additions already completed, this should be good enough to move on from Classic-only releases and get to the Steam work!

Reminder: we're working on villains and investigations to finish off the material we were working on for the last DF Classic release before we transition fully over to work on Steam (the artists are already way ahead of me.) Since we completed villains in history generation, we're now focusing on adding these elements to the play modes.

- Tarn

Co-conspirators and our first artifact heist!

Hey!

The push toward the villain release has continued along the two lines of work we have in fortress mode. With fort villains themselves, we've had our first artifact heist! For years, simple thieves and even animals have been able to sneak into the fort and swipe whatever they could get their hands (or mouths) on, but now treacherous or compromised dwarves can spirit away an item to a co-conspirator in the tavern. We force them to 'plan' the operation for a year or so in order, as the co-conspirator dips in and out of your fort, to give you a chance to investigate and stop the plot before it happens, but there'll also be plenty of witness reports to examine even if you fail, once we get to the new justice system. Which is next!

Over in the rest of fort mode, which is coming into line with our history generation additions, we've brought craft guilds back to the game. When dwarves in the different professions (stonecarvers and armorsmiths, but also miners and fisherdwarves, etc.) reach critical mass (currently ten dwarves), they'll formally organize themselves into named guilds and petition you to build a guildhall for them. For now, this is a place for them to hang out together and become friends, and we'll add more functions to it over time. For now, dwarves can join the guild corresponding to their specific profession and also one for their broader group (e.g. craftsdwarves and then a subchapter for bone carvers), depending on their actual skills rather than their labor settings.

Reminder: we're working on villains and investigations to finish off the material we were working on for the last DF Classic release before we transition fully over to work on Steam (the artists are already way ahead of me.) Since we completed villains in history generation, we're now focusing on adding these elements to the play modes.

- Tarn