Dwarf Fortress - Not Alex
Hello!

We are here with a brand-new development roadmap outlining our plans for Adventure Mode and updates to Fortress Mode. Please keep in mind these are estimates. We do have a date in mind but we’re not quite confident enough to announce it yet. All we can say right now is “not this year”, but hopefully we’ll have more specifics soon. We know you’ve been waiting patiently, and we are working hard.

We will be building on the Adventure Mode framework that already exists. This is exciting because everything is working as intended and we “just” need to add the interface and graphics, which will take us some months.

Here’s the plan for how we get to Adventure Mode release, hopefully not-too-late next year:

To Start

First, the basics, which will let us actually see what’s going on at all in the new art style.

  • Travel map - we have the world map, but sites need hundreds of sprites to match up with the ASCII that shows individual streets etc. We’ll be iterating on this until launch.
  • Main interface layout - similar to Fortress Mode, there are tile-based actions, information menus, and other actions like travel. There’s also a day-night cycle and we’ll have a minimap this time around.
  • Procedural portraits - we need to implement Carolyn’s great portraits for the humans/elves/dwarves/goblins/kobolds, and also get animal people displayed. Every animal person!



Once we have this framework, we’ll just start doing the actions and menus one at a time. Full keyboard and full mouse support for all play styles. Actions are challenging because they can be initiated by clicking the play area, through buttons and hot keys, or by accessing a full list. There must be several ways to perform the same action based on context, play style, and input method. Can you guess what the buttons below do?



Major Features

These are the biggest-risk items, each of which hopefully isn’t more than a few weeks, but it’s hard to say since they each have multiple sub-systems and open design questions to be solved between code and art.

  • Inventory - equipping items and containers are the trickiest parts here. You can wear multiple shirts and nest containers as deep as you like, and the new interface will have to handle this with both keyboard and mouse support.
  • Combat (striking and wrestling) - wrestling will be a bit of a doozy, as there’s a lot of physical/anatomical complexity that we’re not sure how best to communicate
  • Conversations - this includes supporting the current Adventure Mode system of interleaving speech and actions, and having three or more participants in conversations
  • Character generator - you can make a whole party in Adventure Mode and the character creation options are complex. We have to update this system.


More!

These are individually much less complicated and risky than the above, but still have lots of little fiddly bits to keep us busy.

  • Status screens - wounds, skills, needs etc. There is a lot of information about every character, similar to the dwarf sheets in Fortress Mode.
  • Journal screen (quests and knowledge) - we may integrate this with Legends Mode because they are very similar.
  • Crafting and other powers - Adventure Mode is highly moddable and we need to support vast menus of magical powers and other abilities. Pet any animal!
  • Various small menus/actions (“widgets”) - stealth, movement, tracking, odors, party controls, combat options, etc.
  • Audio integration - the audio designers are working in parallel with us and we’ll be adding a whole new soundscape for Adventure Mode

Cabin building wasn’t properly feature-rich in the classic Adventure Mode. We’d love to expand on it, but it’s definitely more optional to the Adventure Mode experience than the above features and systems. We have the new Fortress Mode interface which will help a lot, but we may do it after launch if it becomes too complicated.


Ongoing Fortress Work

Work on Fortress Mode will continue in parallel with Adventure Mode. We’re reading the bug tracker and also have some content ideas which will complement Adventure Mode well. More on this later!


FAQ

Q: Will the game be localized/translated to my language?

It is difficult due to the procedural sentence constructions used throughout the game. Our best suggestion at this time is to use auto-translation tools for text on screen, which has been helping some users. We are investigating translation options behind the scenes but it’s very early stages.

Q: How can I report a bug?

You can track and report bugs on our MantisHub:https://kitfoxgames.notion.site/How-to-Report-Bugs-in-Dwarf-Fortress-b5e2ca19dabe408897d1c2669599b7a2

We know that this system isn’t working very well for our helpful bug wranglers though, so we’re looking into rolling back into the old system soon, in the hopes that we can rejuvenate the bug-hunting community like days of yore. We have double the code resources that we used to, but also ten times the bug reporters, so we’re still finding our feet to figure out how best to maximize this power. Please be patient.

Q: What about the Mac version?

Because of all the work that needs to be done for Adventure Mode, we won’t be able to start development on the Mac version until after its release, at the earliest.

Q: When are Steam Achievements coming?

We will consider implementing this after Adventure Mode. Several of the achievements will likely link the two modes together so it’s best to have these systems in place. The main problem with Achievements is that they also need to be a new ‘living’ system alongside all of the other features, and we’re not sure it’s a good idea for people to feel they have “100%ed” the game based on what’s essentially an arbitrary list of tasks. We’re considering it, but haven’t decided yet, and will come back to the topic after Adventure Mode.

-Kitfox Games + Bay 12 Games
Dwarf Fortress - Not Alex
Hey Urists,

We have a quick patch update today with fixes for Linux Mode, the tutorial and more. We will be posting a big update this week with a new roadmap for Adventure Mode and updated FAQ so stay tuned for that!

Release notes for 50.11 (October 3, 2023):

Major bug fixes
  • Fixed crash on linux related to game log threading
  • Fixed broken tutorial on click workshop step
  • Stopped tutorial prompt in tiny worlds where tutorial is invalid
  • Cleaned up a source of squad schedule corruption
  • Made classic graphics setting work properly on restart (hopefully for real this time!)

Other bug fixes/tweaks
  • Fixed potential problem with doctors vs. multiple hospitals
  • Ballista arrows etc. that chop down trees now count for treecap diplomacy
  • Image sets with non-uniform types now properly display as having a variety of types
  • Generic improvements now properly display "made a masterful improvement" in histories
  • Allowed single pair dances to generate properly
  • Fixed potential minor oddity involving animal placement

-Alexandra
Dwarf Fortress - kiwihotaru
Here's the long-awaited 50.10! The game is now available for Linux, and this patch has some needed updates, like the ability to look at old alerts, ammo that works when uniforms are changed, and soldiers that don't hoard rotten food in their rooms.



We're going to continue now on parallel tracks. The main work will be on adventure mode. There should be more to show there soon as we get the site travel images in place and get the character running around the world again. Putnam has been working on some interface changes that should allow us to more support the keyboard/mouse interface options as we go, which I know is concerning for some people. It has taken longer than we expected to get the ball rolling generally on adventure mode, but the time ahead is clear now and we're optimistic it'll go smoothly.

We've also got more work to do back in fort mode. Some form of the full ammunition control system needs to come back for instance - we'll continue with patches like this one as we go.

As some of you might have seen on beta, here are the full patch notes:

New stuff
  • Can view all alerts, including old ones that have been dismissed
  • Can view combat reports from creature sheets
  • Can pause combat reports whenever new events are added
  • Added crash logging
  • Can now play the game on Linux


Major bug fixes
  • Fixed crash from removing zone with assigned unit
  • Fixed multithreading crash related to announcements
  • Fixed a potential crash issue with monarch arrival and made them provide more wagons properly
  • Fixed potential crash related to certain traveling creatures
  • Ammo assignments are updated properly when changing uniforms
  • Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)


Graphics additions/changes
  • New stone ramp graphics


Other bug fixes/tweaks
  • Made creatures more able to get out of trees
  • Sped up mid-level map retrieval (helps slowdowns on large world embarks)
  • Optimized relationship lookup for socializing dwarves
  • Fixed out of bounds issue with wheelbarrows
  • Stopped music mods from throwing error when making a new world
  • Fixed crash when there's an invalid language (mods)
  • Made broker leave depot when last wagon leaves instead of first

Have fun!
Tarn and Zach

P.S. from Kitfox:
Although Tarn had covid and sadly had to miss it, the procedural generation panel we organized at PAX West features three game designers discussing various Dwarf Fortress systems and others. It's insightful and brilliant! Watch it here on YouTube, though I'll warn the visuals aren't very compelling, so maybe think of it more like a podcast. Enjoy!
Dwarf Fortress - Not Alex
Hi Urists,

We have an update to the beta branch with some of your most requested fixes including the ability to view all alerts and a fix for archer ammo. You can look at your old alerts now, and you can also view combat history from a creature's sheet and advance through it one step at a time if a combat is active.

Ammo should work if you've made custom uniforms for archers now. Soldiers shouldn't hoard rotten food in their rooms. Lots of crash fixes and some more optimization. There's also a potential fix for dwarves being stuck in trees but it needs more testing to see how effective it is. All of the following updates are going on beta first so we can figure out what kind of problems will arise before we move over to the main branch.

Thank you to everyone for being so patient with us as we get back to full strength!

New stuff
    * Can view all alerts, including old ones that have been dismissed * Can view combat reports from creature sheets * Can pause combat reports whenever new events are added * Added crash logging

Major bug fixes
    * Fixed crash from removing zone with assigned unit * Fixed multithreading crash related to announcements * Fixed a potential crash issue with monarch arrival and made them provide more wagons properly * Fixed potential crash related to certain traveling creatures * Ammo assignments are updated properly when changing uniforms * Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)

Graphics additions/changes
    * New stone ramp graphics

Other bug fixes/tweaks
    * Made creatures more able to get out of trees * Sped up mid-level map retrieval (helps slowdowns on large world embarks) * Optimized relationship lookup for socializing dwarves * Fixed out of bounds issue with wheelbarrows * Stopped music mods from throwing error when making a new world * Fixed crash when there's an invalid language (mods) * Made broker leave depot when last wagon leaves instead of first
Dwarf Fortress - kiwihotaru
Hey folks!

Tarn is back from Germany and covid positive! Even a week later! Ouch! Thanks to all of you who visited Tarn at Gamescom. Despite the illness, it was rejuvenating to meet a continent of fans and watch people build succession forts at the booth. Putnam continues tinkering and improving, but in terrible luck, Tarn & Zach are also dealing with a family emergency that unfortunately continues to worsen.

But the good news is that a patch is incoming, as promised, just a bit behind schedule. Tarn is back at work, mostly recovered, fixing bugs and implementing some new graphics you should be able to see by early next week at the latest.

Stay safe and vaccinated!
Kitfox & Bay 12
Dwarf Fortress - Not Alex
Hey Urists,

A short update this week as we prepare to head to Germany for Gamescom. While art and audio and other developments for Adventure Mode continues, we also have two much-anticipated updates coming soon(ish) for Fortress Mode.

The Linux version is almost ready, and in about two weeks we will be looking for beta testers, after Tarn gets back from Germany... in fact, it's already on the Public Beta Branch!

A patch in the works will also soon give you the ability to view all reports, pausing when a new announcement is added, and viewing a particular creature’s reports.




I also heard rumors of giant animals, but those must be further off on the horizon. I guess I can already see them coming because they’re so big.

Kitfox will be at Gamescom this year with Dwarf Fortress, Caves of Qud and the soon-to-be-released Six Ages 2: Lights Going Out. Tarn Adams will be at the Kitfox booth from 2-4pm every day of the show to meet you! You can find us at booth 91 in the Indie Arena Booth. We can’t wait to meet you in person!



We are also hosting an after-party on Thursday August 24th from 6-10pm. Join us for an evening on the Rhine with food, drink and tavern tales among Urists. Meet Tarn and pixel artist Carolyn (ask her about procedural faces!). Get tickets on Eventbrite

So that’s all for now, but you should be seeing another update real soon!

-Alexandra
Dwarf Fortress - Not Alex
Hey Urists,

It's Alexandra here from Kitfox with a seasonal video update from Tarn. We have updates on the art and programming side of development as Adventure Mode work continues. Watch the full video on Youtube:



One of the most exciting new updates is that we have started creating procedural dwarf faces. This means that a dwarf's appearance will reflect the personality from their description. Here are some of the prototypes that our artist Carolyn has been making:



Watch the full video to hear about updates to Adventure Mode, the Linux version and to see a Giant Capybara!

We are also working on a new beginner-friendly tutorial series with Dwarf Fortress content creator BlindiRL. We have a complete starter guide and a tutorial on making wells with more to come. It's never been easier to learn how to play Dwarf Fortress!



To discuss all the latest with your fellow urists, please join our Discord.

-Alexandra + Bay12
Dwarf Fortress - kiwihotaru
In this release, we're updating the engine from SDL to SDL2, and there are many optimizations to go along with it. Aside from the optimizations, SDL2 is also the stepping stone to ports. We have Linux compiling and playable; it just needs some testing.

Moreover, there is now a(n experimental) multithreading option in the game settings that makes the game even faster!

We also have some new individual tree graphics, and an update to grass ramps as well.

This has been mostly the hard work of Putnam! Meanwhile I've started up on adventure mode - the long work of updating menus and adding audio has begun! Hopefully we'll have some progress to show their soon, as we continue updating fortress mode as well.

- Tarn, the Toady One
Dwarf Fortress - Not Alex
This month we have several goals. We're going to start by getting the experimental branch moved over to the main line. The update of the engine from SDL to SDL2 is stable, and there will also be a multithreading option. It's off by default until we get some more testing done on the experimental branch, but the speed gains are significant, so it will be available in the settings as well. The update to SDL2 was the most important change for ports, so Linux and Mac versions are much closer now.

Adventure Mode Update

Adventure mode work is underway! I have an adventurer running around in the graphical play area. As with fortress mode, the game already exists, but now we need to work through the interface for every possible action and event, as well as creating the sound landscape with our new audio engineers. This will be a long process, but it'll be fun to watch it come together, and we'll be able to update regularly on our progress there now that adventure work has finally begun.

Fortress Mode Update

Over in fortress mode, Putnam's almost ready with a menu to review old reports and announcements and is working on making filterable-sortable lists more consistent. Between the adventure work I should have a chance to look at ammunition issues this month as well. And we've got additional tree and plant graphics coming down the line, as well as graphical improvements to engravings, bookshelves, and more.

-Tarn
Dwarf Fortress - Not Alex
Hey Urists,

Alexandra here with a big community update but first, a dev update from Tarn:

(Last) week has been going well! The experimental SDL2 branch is stabilizing after a few patches, and this should pave the way for some speed increases as well as the Linux and Mac versions. Putnam got me through setting up the Windows Subsystem for Linux and it's mostly playing nice with everything, so there's some hope that I'll just be able to compile from within MSVC itself to make the Linux builds.

We're having our first meeting for the adventure mode sound effects tomorrow, and I'll need to get an adventurer running around soon for that and for upcoming artwork, so that's a simultaneous thing going on. And 50.09 is also in progress - the return of the game log and we're working toward report/announcement persistence and some archery fixes/changes as well.

Dwarf Gear

We are so excited to share that the Dwarf Fortress FanGamer collection is now live! There is a very metal shirt, a pint glass with a fort design and a high-quality pin to represent your love of all things dorf. This is the first wave of the collection so expect to hear more merch news in the future!



Tarn and Zach say, “If you think losing is fun, buy this shirt. You’ll look like a total loser
 and win!”

Store link: https://www.fangamer.com/collections/dwarf-fortress

Tarn and Zach on Stream



For those who missed our 10th anniversary stream, we have uploaded the VOD to Youtube. Watch Tarn and Zach review a community -made fort live and hear them answer some of chat’s questions along the way.

Dwarf Fortress at Gamescom 2023

Attention European Urists! We are coming to Cologne, Germany for Gamescom from August 23-27th and are looking for volunteers with convention experience who want to help out at our booth. If this is something you’d be interested in please email me at alexandra@kitfoxgames.com (Bonus points if you speak German)

Sheet Music and Tabs

The composer of the Dwarf Fortress soundtrack, Dabu is working on some exciting but secret new things for Adventure Mode and more. In the meantime, we wanted to share the tabs and sheet music for Strike the Earth! Looking forward to hearing your covers!

https://drive.google.com/drive/folders/1o9FVaX97mVxPNNOK4IMC-c6EcgUG-9uW?usp=share_link


-Alexandra
...