Dwarf Fortress - Not Alex
Greetings all!

Yes, it's true! Tarn is back with a new video for an update many of you have been waiting for.

This time around we get to see the new and improved embark screen in all it's glory!




The highlight for old players is that it is not at all like the stunningly crappy embark screen from the ASCII version. This isn't an overstatement at all - the old embark screen is remarkably bad; people have made many remarks in fact.



For new players/future players, the highlight is perhaps that you can embark anywhere in a massive generated world with various meaningful differences, and also the general new shininess, and of course the new artist!

Check out the full video on the Kitfox Youtube channel.

You can catch us and other rad Dwarf Fortress fans over at the Kitfox Games Discord.

Thank you to all the Dwarf Fortress content creators for reaching out so far, it's been lovely meeting all of you and please do continue to reach out if you haven't yet!


See you next time,
Alexandra and Bay 12
Dwarf Fortress - Not Alex
Hello!

We are happy to announce Jacob Bowman to the Dwarf Fortress Steam edition team as our new pixel artist. You might be familiar with his work as Ironhand, as he created a rather popular tileset some years ago. We're excited to work with him, and he's already off to a great start making brand new tiles for us.

Here is a look at some of the art (both are works in progress!!) Jacob has made so far on the world map:





Look at those wormy hills and deep water! A world worth generating and spiralling into madness in, surely.

We will have more detailed updates with more images and video coming in the future as Jacob and the team works together, but I'm sure you'll agree that it's best not to rush Tarn and Zach so much that we add more bugs in haste. Thank you for being patient with us while we sort things out.

We are also still interested in talking to content creators (streamers, YouTubers, etc) interested doing more with Dwarf Fortress. If that is you, then let's chat on Discord! (Alexandra #0007)


-Alexandra, Tanya, and Bay 12 Games
Dwarf Fortress - Not Alex
Hello!

This week's video is all about setting up patrol routes with the new military screens. The gameplay is from Zach but we also have guest commentary from Dwarf Fortress Youtuber and Twitch streamer, Blind.



This time, we see a fort in need of defending and we must create and equip squads of dwarves to patrol the outside walls. In the military screen, we can designate the type of equipment each dwarf should use, allowing them to seek it out and equip it.



Once we have our squads formed, we can map out the patrol route (as shown below with the dotted lines) and watch as the dwarves follow the path.



For the full video and a list of timestamps, check out the video on Youtube. Thank you to Blind for helping us with this week's update. If you're a Dwarf Fortress content creator (or want to be one), please visit us on the Kitfox Discord and/or say hi to me (Alexandra#0007) and the rest of the urists!

-Alexandra and Bay 12 Games

Dwarf Fortress - Not Alex
Hello!

We a special video this week featuring Zach Adams of Bay12 Games showing how to defend your fort from a goblin siege.



This time, Zach has set up a waterfall fort with a pen of exotic large animals. It's a very appealing site for goblins! But as you'll see, in the video, they will face a hallway full of different traps to stop them.



For the full video and a list of timestamps, check out the video on Youtube. Thank you to everyone for the feedback on these last few video updates. Please continue to do so and as always, come visit us on the Kitfox Discord!

-Alexandra and Bay 12 Games
Dwarf Fortress - Not Alex
Hello!

We have another video update this week. We have listened to your feedback so this time, we will be showcasing one specific task. This video shows digging out an underground well and setting up the cistern/water supply for it.



It's a little confusing because of the Z level changes, but I think that'll always be true without a voice over, and even then, it's still there. It's much easier to understand Z levels when you play, so this may end up being one of the more challenging subjects for a video, since it involves several Z levels.



Over in Tarn land, I've been working on the military screen, and progress has been good.The internal rewrite that I thought might take days or even a week or more is done, quickly, so we're in good shape. I've done all the squad assignment stuff and the new order interface. Now, having done the internal equipment rewrite, I need to do the equipment and scheduling interface.

For the full video and a list of timestamps, check out the video on Youtube. Please continue to give us feedback on these videos as we continue to go through these menu-heavy updates.

-Alexandra and Bay 12 Games
Dwarf Fortress - Not Alex
Hello!

Tarn has been busy working on all the menu updates so while he's busy with that, we have 10 minutes of new gameplay footage from Zach in a new desert fortress! You'll be able to see many of the new menus discussed in previous updates in action:



Watch as Zach digs out new areas for workshops and bedrooms using the labor and nobles menus to designate the proper spaces.



Here is a first look at the desert terrain:



Here is what it looks like underground where you can see a well and some mushroom trees:



For the full video and a list of timestamps, check out the video on Youtube. During this menu period of development we thought that showing more videos a couple times a month would be a bit more interesting so let us know what you think!

-Alexandra and Bay 12 Games
Dwarf Fortress - Not Alex
Hello!

We went back this time and did some cleanup to make sure it didn't pile up on us too badly. For instance, you may have noticed in the seasonal update videos when I had the camera over three-dimensional terrain, like the hills outside, that dwarves, buildings, and items would disappear whenever they were on the lower levels - it would only print those play elements when they were on the top level being viewed. Not so hard to handle, but I never got around to it. Until now!



Now you can see everything down below, not just the terrain.

And just a whole lot of other random hanging stuff over the two weeks. It's possible to deconstruct buildings now, set bins and barrel numbers on stockpiles, and place weapon traps. It highlights which object you've recentered the screen on, you can shift the info pane between contained objects and their containers, and you can pop the info pane from held items up to the creature holding them. You can move the camera now by holding and dragging with the middle mouse button in additional to the previous WASD option. It's clearer now which stockpile options are set. Flowers, cloth, and grassy stairs print correctly. You can recenter on announcements, certain mouse clicks don't bleed through menus to the map underneath, and more. Nothing earth-shattering, but all either necessary or very helpful.

But enough of that for now! We've started in on the remaining chunky to-do items, and we'll be back with some more interface updates for next time.

- Tarn
Dwarf Fortress - Not Alex
Hi again!

The game has several special locations that can be given names and which can spread out over several meeting/bedroom/etc. zones, even across different z levels. Dwarves that work in places like this have always had special labor assignments, even before we added the work detail system from the previous news update, and we need to support this in the new interface. Locations also have various other functions we've also supported now.



Traditionally, Dwarf Fortress has had four types of locations you can set up: taverns, temples, libraries, and, more recently, guildhalls. Taverns and libraries allow you to opt-in to more visitors from the outside world, as people come to relax and study. Since, multiple zones like meeting areas and bedrooms can be assigned to a single named location, you can make, for instance, a library which has both a scriptorium and a place for scholars to meet, or you can allow the priests in your temple to have their own private quarters which are still accounted as part of the temple.

In the tavern above, both of these tavern keepers are part-time. The first isn't specialized (the green hammer), so they'll do odd jobs all over the fort. The second is specialized, but they are also assigned to a carpenter's shop. Of course, they have little to do without any goblets! You can set the level of items stocked using the controls there. Most locations need items of different sorts.



Some locations, the temple and guildhall, can be affiliated with organizations in the fortress (and in the case of religions, the entire world.) As their value increases, for instance, you can recognize the priesthood which allows you to assign the fort's priest and then high priest of that religion. The temple in the image has risen from "shrine" to "temple" status, but more migrants that belong to the Creed of Walls need to arrive before a priest can be assigned. Religions are generated during the world historical process, and priests can comfort stressed-out dwarves. Functioning guilds allow dwarves to share their skills in demonstrations.



For the Steam release, hospitals have joined the list of multi-zone locations! They were always one of the more involved single-purpose zones, and doctors one of the more complicated professions, so it sped up the interface-making process to just pull them over rather than trying to support their in-between oddness, ha ha. Now you can make big named multi-level hospitals now with specialized operating rooms and traction benches in the osteo ward or whatever you like, and bedrooms for the doctors to sleep in - or just throw everything together in one zone as before.

- Tarn
Dwarf Fortress - Not Alex
Hello!

More work on menus! There are so many menus. First, a small menu - the worker assignment for workshops.



Here you can assign a master to a workshop, and you have the option to dedicate the master to just their workshop jobs (and any other assignments.) This part is a little less flexible than the old DF system, where you could assign multiple dwarves and set skill ranges, but this new way works about as well with the new labor system and it'll additionally hook up to our ideas for guilds and apprentices as we expand it later, so, one master per shop now!



As details like this come in, we're placing the information on the creature list. You can see the workshop assignment and related icons here now, with room to expand, and some brighter text colors! The artists haven't had a chance to take a pass on them yet, so the hues and saturation levels might get shifted, but legibility on the gray background is the main goal.

The current labor system is now a large departure from the old DF. In the old one, narrow labor assignments, like 'miner' or 'gem setter', had to be set manually on every dwarf, and often new players would have no idea why a workshop task was not being completed, or why a building wasn't being constructed. Now you still need to have the correct resources, but the jobs will be done by anybody available, starting with the most talented.

By itself, this change takes a lot of control away, which you may find yourself wanting back as you become more skilled with the game. For instance, the workshop master is one way to have control, since the dedicated dwarf will become more skilled than random job takers, and ultimately produce better trade goods, weapons, and so on, with the same resources. The automatic labor assignment system does account for skill and tends to build up some skilled dwarves by itself, but the different is noticeable.

However, this isn't nearly enough! For instance, many tasks in Dwarf Fortress don't even occur at workshops. Mining, woodcutting, wall engraving, hauling, and several others take place elsewhere in the play area. The automatic labor system will muddle through here as well, but we've also added a new system: work details.



Here are the default work details, including the jobs I listed above. If dwarves are assigned to these work details, then by default, they'll be the only dwarves that do them. This allows you to set up dedicated wall smoothers and haulers for instance, so that other dwarves aren't constantly doing these things, whether they are dedicated workshop masters or not. If nobody is assigned to the haulers, then everybody will do it. You can also deactivate the work detail so that nobody at all does it, which can come up if you have other priorities or if there's some trouble in the fort to iron out before they return to work.

(Note: we still need to display relevant skills and order the dwarves properly! The order on the screen there is random. The automatic system also doesn't yet cover miners, woodcutters, and hunters, who use special equipment for their jobs, which complicates everything.)



Default work details alone don't capture the versatility of the old DF labor assignment system. It was very, very clunky, to the point that many people preferred working with a gigantic spreadsheet, but the ability to set custom labors is powerful as well, so it's important to recapture while trying to avoid making the system too laborious. To this end, we've added custom work details. Here you can see a new "Stone haulers" work detail I've created, with only the stone hauling labor enabled. In a dwarf fortress, stone gets everywhere, and you can set up some dedicated dwarves to grab the wheelbarrows and move stone slowly into piles where the carvers can more easily use it. I've set up some placeholder icons (just a bunch of roman numerals), so our first custom work detail got the 'I' symbol.



Rangers and animal dissectors assigned to stone hauling duty! You can dedicate anybody to their assignments, not just workshop masters, so we could also press the dedication buttons to the left of the 'I' symbols there to make sure these dwarves aren't distracted if there's a lot of hauling to be done. You can also turn off a custom work detail, and that job will be disabled for everybody, or re-enabled for everybody, depending on the option you select.

We're still in the midst of the labor interface! We still have to set up menus for doctors, farmers, fisherdwarves, and dwarves that work specific locations like tavern keepers, scholars, and performers. We'll also continue keeping our eye on feedback as we know the labor system is a concern for a lot of veteran players.



We've also been going through other menus and getting them sorted out. Here for instance is the standing orders menu. For the moment, it remains mostly unchanged from old DF, but could undergo some revisions as we continue. For now, we just need to get them all done! The chores tab there is new; young dwarves will do some hauling, cleaning, and other bits and bobs to be helpful around the fort.



Here's the stone usage menu. Again, this is a pretty unaltered transfer from the old DF, but there are lots of pretty stones now, courtesy of Patrick, and it's easier to see their various uses. This menu doesn't come up a lot, but it allows you to save or expend specific stone types according to your needs.



Finally, a first pass on the nobles and administrators menu as well! The central text column is a little cramped, ha ha. This is also reasonably similar to the old screen, but shinier, and allows you to set certain important jobs and to see how well you are doing in meeting those dwarves' room and furniture needs. A bookkeeper for instance needs an office to work in, and you can also set how precisely you'd like them to set the numbers. There's plenty of hover information to clarify the symbols, but it's also good to be able to take them in at a glance quickly.

We'll keep on working!

And congratulations to Kitfox on the Boyfriend Dungeon release! Lots of dwarfy weapons, and a cat, and an axe is coming!

- Tarn

P.S Have some more Jojo and Scamps!



Dwarf Fortress - Not Alex
Greetings all!
Tarn is back with an update on development in the last few months. This time it's all about efficiency and lots and lots of menus.

The video includes:
  • Wagons arriving to trade
  • A microline figurine of a goose
  • The Trade Screen
  • Gem stockpiles
  • The New Unit Screen
  • Work Orders
  • Cute pictures of Scamps and Jojo



You can catch us and other rad Dwarf Fortress fans over at the Kitfox Games Discord.


See you next time,
Alexandra+ Kitfox
...