Dwarf Fortress 0.34.01

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For anyone who might be interested, The first new release of Dwarf Fortress for almost year has just come out!

New features:

* cities in adventure mode that have various buildings, dungeons, items, livestock, etc.

* protect your community from secret vampire dwarves or hunt them as an adventurer

* defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer

* face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer

* evil regions where the dead and pieces of the dead can come alive, with evil mists and rain

* tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!

* revamped justice/witness/death notification system in dwarf mode

* immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one

* dropped items/bodies tracked between plays in the wilderness anywhere in the world

* more battlefield information tracked/war dead raisable in world gen

* all sponsorship animals and their giant/man versions are in the game now

* various new abilities for creatures (see file_changes.txt for list and syntax)

* adventurers can use creature abilities/learned powers and they can be tested from the arena

* new site travel map to make navigating towns easier

* reading/swimming/observer (for traps) relevant in adv mode now

* established historical figures can lead bandits

* rivers block movement in adv mode travel

* eating/drinking required in adv mode

* ingested syndromes are now possible

* ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode

* traps work in adv mode, once spotted they can be ignored
gems now have different cuts

* necromancers can write books about various topics (all books are in their towers as it stands)

* moon phase indicator in fort

* alphanumeric world gen seeds and some more world gen params (see file_changes.txt)

* the legends xml has a lot of new info for historical figures

Dig! :)
 
Tried it a while back , want to love it as the concept is Great but struggled a bit with it. But this has reminded me to try it again. Thanks
 
The screenshots hurt my eyes! Is it really any good?

I might be a little biased but it's the greatest game ever! :D

If you can't cope with ASCII (I can't) then I'd recommend a tileset. For instance:

http://www.bay12forums.com/smf/index.php?topic=53180.0

or

http://www.bay12forums.com/smf/index.php?topic=57557.0

There's also a companion program called Stonesense that displays the game as you're playing it in isometric sprites making it look like a SNES JRPG.

It really is worth investing some time in.
 
So on a scale of 1 to EvE, how steep is the learning curve?

I think it's generally accepted that it's harder than EVE (I've seen threads on the EVE forums saying as much)... so 11 presuming EVE is 10. However, half of this is unfortunately down to: a. ASCII and b. The interface. Luckily both of these can be improved with companion apps.

This is how I play:


DFex

The abtly named 'Lazy Newb Pack' contains a plethora of apps in one launcher. It also allows the selection of several pre-installed tilesets. Unfortunately it'll be a little while until it's updated to the new version but in the interim there's no harm trying the last version which is very stable.
 
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Must start playing this again. And I don't think Eve or this are hard at all - Hearts of Iron is hard. But saying that I am rubbish at beat em ups and FPS so I think it depends on the type of person you are.
 
Get the lazy newb pack. I would honestly say it's more essential than optional, especially the dwarf therapist utility. Allows you to easily see what jobs each dwarf is assigned to and their skill level in those jobs, plus the ability to quickly and easily change that.

Try to change multiple dwarf's jobs/check their skill levels ingame is a nightmare.

Edit.

http://www.youtube.com/watch?v=p3pg25RPtvM

Really good tutorial series. If you follow this you should easily be at a point to strike out on your own. I still use his selection of dwarf skills and items for the beginning of the game.
 
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Whats the idea of this game? I could do with something to waste some time on at work! :)

It's a fantasy world generator. It creates a random procedural world with cities, civilisations, and individuals all with family trees and personal history. It'll run a history for just over 1000 year (by default) full of wars, tragedies, betrayals etc. In fact, a lot of fun can be had by just reading the histories! I refer you to a couple of notible figures:

Cacame:

http://www.bay12forums.com/smf/index.php?topic=39897.0

Tholtig

http://www.bay12forums.com/smf/index.php?topic=42702.0

Once you've made a world you can then either lead a band of dwarves in a strategy/builder mode or take an individual adventurer for a hack in an Angband-style rpg.

In Dwarf mode you designate tasks to your Dwarves and create a massive fortress/mine/deathtrap featuring water physics, complex traps and production chains. All the while you will be attacked, suffer from internal strife and eventually dig too deep and unleash 'Fun' (TM).

Is this a ZX Spectrum overclockers necroposting revival? (Did anyone OC a ZX Spectrum btw? haha)

Believe it or not, this is one of the most the most CPU intensive games you can get. I have a 2500k OC'd to 4.5ghz and it can struggle with large forts where there is flowing water and many individuals.

Words cannot describe the gash.

I'm sure they can. Perhaps you just lack an adequate vocabulary for the task? ;)
 
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Believe it or not, this is one of the most the most CPU intensive games you can get. I have a 2500k OC'd to 4.5ghz and it can struggle with large forts where there is flowing water and many individuals.

As well as the cats. Don't forget the cats.


Reminds me when a game brought my PC to its knees. In the end I just snapped and assembled a team of butchers and practically told them to butcher every cat in the fortress because the amout of them was getting out of hand. I think they outnumbered the dwarves, quite honestly. Anyway, it all started going mammaries up after 5 mins of butchery when it transpired that some of these cats were pets. :o

Cue fortress-wide depression spirals, with some of them going too far and losing their minds over the loss of their beloved moggies and prompty slaughtering anyone they could get their hands on. I really need to keep track of the pets belonging to my elite fortress guard/designated big monster killers...
 
Catsplosion!

Everyone experiences it at least once :D. Best to keep a tabs on cats and cage them when necessary. I also recommend against bringing more than one cat on embark (or at least stick to the same gender). Though it doesn't seem to be as much of a problem as it used to be. Kinda like Carp!
 
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