Gallery Added animation "BonBon and ChuChu joins Kart" Added animation "Mime and Dash" Tweaks Paddle and Bazooka items now show icon in the UI while active Tsundere Trainwreck track now has its own preview image Christmas Island Resort now has its own preview image BonBon & ChuChu now have their own intro and ending music Image 308 now requires both Silviesaurus and her Reindeer skin to be bought Bio menu's character name now changes font size if a character name is too long Unlock screen text now changes font size if the unlock name is too long Tweaked CPU path in New Babylon Sewers track near entrance to the pipe tunnel Added outline to Almastriga logo Added outline to In Heat logo Wild Woody now has his own logo Disabled collider in palmtrees close to the ice track in Christmas Island Resort Made it so Panty Shower item cannot unlock Cammi by hitting them in the tracks Changed the Cash Stack hat unlock hint to "Bankrupt the Tsundere Express" Fixes Sometimes "wrong way" appears in Detour's Carpark arena Detour's Carpark track now plays the correct name in menu Fixed image 321 category Added error catching kart phase of CPU racers generation Fixed intern match timer that prevented CPU from attacking Taxi passengers' voices now use the voice volume settings Fixed Wild Woody's intros gallery name and categories Tweaked colliders inside volcano in Christmas Island Resort track Fixed typo at Christmas Island Resort Fixed Terry Trashette's panty category in gallery Fixed Tik Tik's panty category in gallery Fixed typo in Wild Woody's intro text Added back Herba pillow to museum Removed incorrect voice clip on end of Mo Money matches Fixed credits of @SUPEREFLEX_art fanart (Gif is not supported) Doing cheatcodes that are already unlocked won't play the unlock animation again Fixed typo in Bone kart unlock hint Fixed a bug with Lock N' Lewd that would create empty folders where some Lock N' Lewds files would be stored Tsundere Trainwreck now uses the correct preview in cup menu Fixed Rabbit Man's pitstop panties category
This build is almost a true “release candidate”. Any and all feedback and bug reports are still welcome! Not much left to go - more polish and more testing/fixing….
IMPROVEMENTS:
-Low quality sky visually improved -Improved the look of NPC teeth -Completely finished polishing all information console articles and images. -Information console has received a major visual polish/completion pass. -Can now recycle regardless of full energy - excess/waste energy is expelled -Flashlight input and binding only available in tower now (it is not required/compatible with most of Consortium stream). It turns on automatically during traitor fight. -VT editor endpoint plate now has the animating connection pieces sequence play and continue when the player finishes the level -Explosion FX polish -Release candidate passes on both VR and Remastered V.O.I.C.E. tutorial videos (tightened up text, fresh footage, unnecessary sound removed) -Finished Alignment tutorial video - shortened and text simplified/made to match the video correctly -VT Civilian Defense lvl2: spawning, geometry, loadouts polished. Level complete! -VT Civilian Defense lvl3: fixed various spawning issues and made various improvements. -Added missing "quick load game" key to bindings window -AI soldiers will now have weaker “noticing” for non-player hated targets like they do to the player when wandering around before they become aware of targets. -AI soldiers can now weild C.E.A.Rs
Missile Defense: -Added "base crosshair" HUD element to F35 fighter that shows up over all fighters once they enter the battlefield so they can be better seen and targetted early. turns off once locked on. -EMP missile capsule collision speed and seeking numbers tuned to look and feel better. -Improved look of VT Missile Defense enemy fighters.
FIXES:
-Fixed erroneous alignment changes happening during traitor confrontation -Fixed UV scrolling materials in dream which wouldn't work on mobile (Quest) -Fixed symbols in quantum limbo -Fixed nasty bug in VT editor causing pile up of editor tool buttons -Numorous VT “bishop tutorial” fixes and improvements -Fixed being able to ride projectiles… -Fixed being able to shoot yourself with projectile weapons -Fixed impact particles on projectiles not always showing in the proper location -Fixed not being able to shoot youself with a cear bolt (one that has hit something and comes back at you) -Fixed radial force on grenades so explosions can push bodies around -Fixed fighter jets not being restored on load (it was just their position and was caused by an optimization). All current save games will restore them now. -VR news AI reporter lines cleaned up - fixes long-standing bug where iDGi-1 erroneously attributed some lines to Malcolm Thomas. -Fixed VT civilians saying two lines at once. -Fixed elevator room bounds sticking way into the hallway which was causing the skybox to not be turned off in the VT sometimes. Not sure how this actor got nudged… -Fixed VT editor level AI groups not working which led to bad behavior for "go to the exit" or any AI node queries really.... -Fixed VT user scenario Death Gauntlet level conditions not being meetable. Also set a level fail condition of losing 1 friendly. -Set VT user scenario Held in Heat to fail if losing 1 friendly.
Missile Defense: -Flatscreen: Fixed issue where EMP missiles would erroneously launch while firing your laser at target. -Now forcing "all targets" variable to be 0 before ending -Laser fix for zen defense. Held laser will continue to track F35 even if not right on the target. -Fixed civ def 3 civies not savable, could only save 1 and the others would just stand there. -Fixed civ def 3 kill volume
Please report any issues (or feature requests) on the DFHack GitHub issue tracker. When reporting issues, please upload a zip file of your savegame and a zip file of your mods directory to the cloud and add links to the GitHub issue. Make sure your files are downloadable by "everyone with the link". We need your savegame to reproduce the problem and test the fix, and we need your active mods so we can load your savegame. Issues with savegames and mods attached get fixed first!
Highlights
Open legends mode directly from an active fort
The long-awaited, much-requested feature is here: you can now jump into legends mode without retiring your current fortress!
When you run open-legends, you'll get a dialog explaining what is about to happen and you will be prompted to save your game. The dialog gives you a clickable link that will do an autosave, or you can exit the dialog to do a named manual save and come back to open-legends afterwards. Then you can hop right into legends mode and dig into your world's history as it exists right now!
It's important to save your game because entering legends mode disrupts the state of the game. You can't safely jump back into your fort afterwards. DFHack takes steps to protect your savegame and will exit to desktop when you're done browsing legends mode. You can relaunch DF and load your saved game to continue. This isn't ideal, but it is much easier than the current process: saving to a new timeline, retiring your fort, loading up the world anew for a legends session, browsing, and then deleting (or forgetting to delete) the extra timeline.
Many thanks to Rumrusher, who provided the key insight that allowed this feature to work again!
Here's how it looks from end to end:
Dig through warm or damp tiles without interruption
DF has a safety feature: when your miners uncover a warm or damp tile, any dig designation on that tile will be canceled. This is to protect you from blithely mining your way into a lake or an underground magma pool. However, this also means that if you want to dig through a warm or damp area, you will have to monitor as tiles become unhidden and re-designate your digging for every. single. tile. This is very very very painful. Digging through light aquifers or above magma is an exercise in frustration. Many players completely avoid aquifers for this reason.
There is now a new icon in the mining toolbar. In graphics mode, it looks like a pickaxe with a drop of water and a lava flow behind it. In ASCII mode, it looks like two tildes (~~). Click it (or hit the Ctrl-D hotkey), and you can enable warm and/or damp dig mode. Tiles that you subsequently designate for digging will have a special marker on them (or will blink red/blue in ASCII mode), and they will not be canceled if the designated tile turns out to be warm or damp (respectively).
This means that you can dig without interruption under lakes or through light aquifers.
If you enable both damp dig and vanilla autodig, e.g. to mine out a mineral vein, the damp dig marker will propagate along with the autodig. This allows you to seamlessly automine veins that cross under lakes or through aquifers. Note that if you autodig through an aquifer, you might want to smooth the walls as you go, otherwise the water might build up behind your miners and trap them.
You'll also notice that light and heavy aquifers have new icons (or, in ASCII, blink patterns) that distinguish them from each other and from non-leaky "just damp" tiles.
The new toolbar and aquifer icons are distributed with DFHack and are derived from vanilla assets. This is done with permission from Bay 12. Thank you Tarn!
There are also some new tools and new functionality in existing tools that go along with warm and damp dig:
gui/aquifer allows you to see, add, remove, and modify aquifers
gui/reveal now highlights aquifer tiles, even when not in mining mode. It also gained an alternate reveal mode where only aquifers are shown and no tiles are actually unhidden. This allows you to designate your digging with knowledge of where aquifers are, but will not spoil the caverns or other underground surprises.
gui/blueprint captures warm and damp dig markers as part of the generated blueprints
gui/quickfort reproduces warm and damp dig markers stored in blueprints, and additionally allows you to apply any blueprint with warm and/or damp dig markers
the aquifer_tap
Unlink buildings from levers
When viewing levers or the buildings they are linked to, you will now see buttons for unlinking and freeing unlinked mechanisms. This allows you to repurpose levers without deconstructing them, and allows you to retrieve unused mechanisms from unlinked buildings.
Announcements
PSAs
As always, remember that, just like the vanilla DF game, DFHack tools can also have bugs. It is a good idea to save often and keep backups of the forts that you care about.
Many DFHack tools that worked in previous (pre-Steam) versions of DF have not been updated yet and are marked with the "unavailable" tag in their docs. If you try to run them, they will show a warning and exit immediately. You can run the command again to override the warning (though of course the tools may not work). We make no guarantees of reliability for the tools that are marked as "unavailable".
The in-game interface for running DFHack commands (gui/launcher) will not show "unavailable" tools by default. You can still run them if you know their names, or you can turn on dev mode by hitting Ctrl-D while in gui/launcher and they will be added to the autocomplete list. Some tools do not compile yet and are not available at all, even when in dev mode.
If you see a tool complaining about the lack of a cursor, know that it's referring to the keyboard cursor (which used to be the only real option in Dwarf Fortress). You can enable the keyboard cursor by entering mining mode or selecting the dump/forbid tool and hitting Alt-K (the DFHack keybinding for toggle-kbd-cursor). We're working on making DFHack tools more mouse-aware and accessible so this step isn't necessary in the future.
Changelog
New Tools
aquifer: commandline tool for creating, draining, and modifying aquifers
gui/aquifer: interactive aquifer visualization and editing
open-legends: (reinstated) open legends mode directly from a loaded fort
New Features
blueprint:
designations and active dig jobs are now captured in generated blueprints
warm/damp dig markers are captured in generated blueprints
buildingplan: add overlays for unlinking and freeing mechanisms from buildings
dig:
designate tiles for damp or warm dig, which allows you to dig through damp or warm tiles without designations being canceled
damp and warm tile icons now remain visible when included in the designation selection box (graphics mode)
aquifer tiles are now visually distinct from "just damp" tiles (graphics and ascii modes)
light aquifer tiles are now visually distinct from heavy aquifer tiles (graphics and ascii modes)
autodig designations that are marked for damp/warm dig propagate the damp/warm tag when expanding to newly exposed tiles
gui/notify: optional notification for general wildlife (not on by default)
gui/quickfort: add options for setting warm/damp dig markers when applying blueprints
gui/reveal: new "aquifer only" mode to only see hidden aquifers but not reveal any tiles
quickfort: add options for setting warm/damp dig markers when applying blueprints
Fixes
fix behavior of Linux Steam launcher on systems that don't support the inotify API
fix rendering of resize "notch" in lower right corner of resizable windows in ascii mode
agitation-rebalance: fix calculated percent chance of cavern invasion
armoks-blessing: fix error when making "Normal" attributes legendary
emigration: remove units from burrows when they emigrate
fix/loyaltycascade: fix edge case where loyalties of renegade units were not being fixed
gui/launcher: don't pop up a result dialog if a command run from minimal mode has no output
quickfort:
stockpiles can now be placed even if there is water covering the tile, as per vanilla behavior
reject tiles for building that contain magma or deep water
stonesense: fix a crash with buildings made of unusual materials (such as campsite tents made out of organic "walls")
suspendmanager: prevent cancellation spam when an item is preventing a building from being completed
Misc Improvements
aquifer_tap blueprint: now designates in damp dig mode for uninterrupted digging in a light aquifer
pump_stack blueprint: now designates in warm and damp dig mode for uninterrupted digging through warm and damp tiles
agitation-rebalance: when more than the maximum allowed cavern invaders are trying to enter the map, prefer keeping the animal people invaders instead of their war animals
gui/control-panel: add alternate "nodump" version for cleanowned that does not cause citizens to toss their old clothes in the dump. this is useful for players who would rather sell old clothes than incinerate them
gui/reveal: show aquifers even when not in mining mode
keybinding: you can now assign keybindings to mouse buttons (if your mouse has more than the three buttons already used by DF)
tailor: allow turning off automatic confiscation of tattered clothing
Removed
drain-aquifer: replaced by aquifer drain --all; an alias now exists so drain-aquifer will automatically run the new command
API
Buildings :: checkFreeTiles: now takes a allow_flow parameter to control whether water- or magma-filled tiles are valid
Units :: citizensRange: c++-20 std :: range filter for citizen units
Units :: forCitizens: iterator callback function for citizen units
Units :: paintTile, Units :: readTile: now takes an optional field specification for reading and writing to specific map compositing layers
Lua
dfhack.gui.matchFocusString: focus string matching is now case sensitive (for performance reasons)
Structures
name many previously-unknown map-related fields and flag bits
job_type: new job class type: "Carving" (for smoothing and detailing)
The Egg Hunt event has ended!! But Sardinex will stay an extra day waiting for you!! Don't forget to spend your Holy Cups and get cool rewards in exchange!!
Daily bonuses have gone back to normal!!
New PvP, Fishing and Gauntlet events have begun!!
The Jammie Expedition is here until April 18th
After the Jammie Expedition ends, get ready for the Double GvG until April 25th
After the Gauntlet event ends, get ready for a new Trials event until April 25th
- Can now toggle between unlocked playable characters (For current coffee shop level test, this includes only the two characters seen in the trailer for now) - First round of dialogue system - Other small tweaks