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Future Dwarf Fortress 'creative mode' will let you sculpt whole worlds, dream up homemade gods




There is a subset of Dwarf Fortress players who don't really play Dwarf Fortress. They don't manage a mini civilization, keeping their dwarves fed or doing battle with elves. They don't play the Adventure mode, either, to traverse their generated Dwarf Fortress world in a ground-level roguelike...
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Dwarf Fortress now needs about 100 icons for spilled intestines, torn arteries and bruised tendons




Dwarf Fortress has a minor guts problem: right now, it doesn't do a great job of telling you whether a dwarf's guts are inside, or outside, of their body. While dwarves have some physiological differences from humans (they live 150+ years, have perfect dark vision, and start vomiting if they hang out in the sun for awhile), they are alike in this respect: if their guts are hanging out, something's gone very wrong. One of the changes to the graphical version of Dwarf Fortress makes this dire situation a bit harder to diagnose, but developer Tarn Adams says it's on the list to address...
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After spending 20 years simulating reality, the Dwarf Fortress devs have to get used to a new one: being millionaires




cclaimed indie colony/existence sim Dwarf Fortress launched on Steam on December 6, and it's since been having a bit of a moment...
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Dwarf Fortress patch adds new werebeast artwork

Werebeasts will look a bit more distinct thanks to the latest Dwarf Fortress patch. Update 50.03 adds a grand total of 72 new tiles for werebeasts, which come in a surprisingly wide variety in this particular colony management game. The patch also addresses an array of crashes, and makes selecting materials for your buildings easier.


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Release notes for 50.03 (December 12, 2022)

One more quick release to handle additional stability issues. This version also includes 72 new werebeast tiles, some changes to ambience, and a start to quality of life additions with the ability to select more materials at once when building constructions.

Major bug fixes
  • Fixed save corruption from manual saves with case mismatch.
  • Fixed crash when sorting pets/livestock by domestication status.
  • Fixed crash when removing burrows from a scrollable burrow list.
  • Fixed crash related to storing objects in recently deleted location zones.
  • Fixed crash on squad equipment screen when there are multiple traveling squads.
  • Fixed crash related to removing objects from display cases/pedestals.
  • Fixed crash from looking at Groups for certain consorts.


Graphics additions/changes
  • New graphics for werebeasts.


Audio additions/changes
  • Updated forest, grassland, rainforest, siege ambiences.
  • Added new wild ambience, moved old wild ambience to terrifying areas.
  • Replaced siege horns with something less intense.


Other bug fixes/tweaks
  • Added ability to add/remove every item of a given material when building structures that require multiple items.
  • Holding a navigation key no longer recenters the screen during string entry.
  • Now displays remove construction designation when designated instead of requiring unpause.


-Tarn

P.S.
Small note from Kitfox: if your save was previously corrupting and crashed, it probably cannot be revived, sorry. Many of these crashing errors caused garbage to be inserted into the save, which now is irreparable. If you can reload to an autosave, that's more likely to work. Otherwise, you'll have to start a new fort. Sorry! Thanks!