Dwarf Fortress - Not Alex
The Adventure Mode update is approaching, so let's talk about it, and the upcoming year more broadly.

What is Adventure Mode?

In the way the terms are usually used, Adventure Mode is something like a computer roleplaying game or a traditional roguelike, but it doesn't follow the expected contours. You control a character or party and set out into the generated world. The characters you've read about on Fortress Mode wall engravings are out there, as well as the cities and goblin towers. Making the entire world come alive has been a massive project to tackle alongside Fortress Mode over the decades, and to this point we've explored some avenues more than others. It's a wholly unique, rough experience that can be compelling as well as frustrating. Here is just a small sample of the art for the procedural portraits and clothing with different species done by Carolyn:



There's no storyline per se, but you can...

Fight: If you've read some Fortress Mode combat logs, you know part of what to expect. Combat in Adventure Mode is turn-based, and you can aim at body parts and wrestle as you see in those logs, with even more detail. Ever tried to convert your entire Fortress population into necromancers or vampires? Nothing will stop you from seeking these things out as an adventurer (why not both?), and using your new powers as you see fit.

Roleplay: Play as an animal person and ride around on a giant animal with a small animal on your shoulder and another animal running alongside. Dance in a meadhall or under the earth. There are even bandits and giant rats if you are feeling nostalgic. Or you can offend the gods and become a giant rat for a week, or offend a mummy and become cursed for the rest of your miserable short life.

Explore: Visit your old fortresses, or retire in a town and recruit yourself later. See the world to its full extent, from the glaciers to the deserts and jungles, from the kobold caves and night troll dens to minotaur labyrinths. Face the demon emperor of the goblin civilization on their home turf and use ancient knowledge to bend them to your will. There are really quite a few things to do.

Sandbox Problems

These possibilities lead to difficulties which aren't atypical in games these days. Sandbox games are undirected, and the sandbox can have cracks. Adventure Mode is no exception. It's a large sandbox with large cracks. Some problems we've noticed from previous Adventure Mode iterations:
- You won't always get the reactivity you expect to your accomplishments and from your actions.
- Characters can have a cookie-cutter feeling to them.
- It can be hard to find the information you need to pursue a goal you've chosen.
- Battle is merciless and it isn't simple to heal.
- Some aspects of towns are thrown together and shops aren't satisfying.

These problems are well-known; most are the starting point for games that operate in this mode. Some are easier to tackle than others.

What's left to do?

As with our earlier work on Fortress Mode, the goal is to update the existing visuals and interface and also make the game more approachable for new players. A lot of the graphics carry over from Fortress Mode, and the menus are generally less complicated, which is good. On the flip side, tackling the new player experience is somehow even harder this time around. There are all kinds of ways to handle it, and we've chosen a way forward that's consonant with our overall goals for Dwarf Fortress.

There are several menus left to tackle. The information screens and character generation are the main remaining bits. Carolyn is drawing a ton of combat icons that came up for wrestling and striking (so you can target toes with your crab pincers), so we don't have combat menu footage yet. We're also adding combat animations!



Before any Adventure Mode update, we need to:

  • do some basic cleanup in the human towns, with how shops and other buildings handle items and furniture
  • clean up how property is recognized
  • generally tighten up the city side of the experience to give the new player some grounding
  • old adventure menus must also be fully converted for mouse + keyboard
  • the graphics and audio must be complete

This is probably a good time to mention that there will also be a whole new full soundtrack released alongside Adventure Mode by Simon & Dabu.

We're still aiming to release all of this in April -- that's only three months away! The cabin building aspect of the game may or may not make it in, since it's complicated. If it doesn't make the first update, it will be in the second feature update.

We think it's more important that we immediately, directly address the new player experience.

Demigods and Tutorials

Adventure Mode suffers from the sandbox frustration of feeling lost and aimless. Adventure Mode has had three difficulty levels up to this point: Peasant, Hero, and Demigod. These affected your starting statistic point pools in character generation - the more elite-sounding levels are easier, not harder, reflecting the power of the character. We're turning Demigod difficulty into both a tutorial mode and an avenue for us to improve magical aspects of the fantasy setting generally. Peasant will remain the pure sandbox old players are used to. Hero balances these approaches, easing some of the difficulty of finding companions and quests.

Demigod characters will receive instruction and ongoing help from their patron/parent. All difficulty levels will benefit from changes to deities, but sandbox characters will have to find their own ways to interact with them, at their own risk. We'll also:
- tweak the Hero level encounters with gods to something that strikes a balance again, leaning toward a more epic feeling
- expand dungeons and temple relic hunting to facilitate more direction for Demigod characters
- provide more healing options

Again, other difficulty levels will be able to interact with these pieces of the world as well, on different terms.

Myths and Magic

People that have been following Dwarf Fortress development these many years will recall both the current cosmology of the game in these changes, and perhaps wonder about the aspirations we have toward proceduralizing the entire setup (including the existence of gods and how and whether magic works). We're going to use this opportunity to set the stage for the new framework, to be expanded upon in the future.

Siege improvements (he he he), investigations of villains, the ability to lead criminal networks, and other features that were in the air before we made the transition to the Premium version are not forgotten either, and we'll be seeing about working on these after the initial Adventure Mode update.

What about my fortress?

Where does Fortress Mode fit in? First, we have an update with bugfixes coming in the next week or two (thanks Putnam!).

But on top of the ability to explore and visit your old fortresses, Fortress Mode at the very minimum will see these benefits with the initial Adventure Mode update:
- the addition of portraits
- that whole new soundtrack I mentioned earlier
- site map visuals on embark

Forts will also eventually have access to the new healing methods, and the new deity improvements through temples, but implementing those connections might occur in a subsequent update, since the hospital in particular is complicated to change. It's exciting because magical healing methods will be fully procedural, and connecting that sort of system to Fortress Mode has been a long-standing dream of ours.

Finishing Adventure Mode will also allow us to get back into regular Dwarf Fortress development, where most subsequent feature updates will either center on or impact Fortress Mode, while Adventure Mode and Legends Mode continue to evolve in parallel.

- Tarn and Zach
Dwarf Fortress - Not Alex
Hello and Happy Holidays!

Now that we have our April release month, we'll follow the roadmap to get there. If you missed the Adventure Mode roadmap, you can read it here. Part of this involves menus!



So far, we've managed the environment/ground menu, the climb/hold menu, the jump action, conversation menu and the inventory menu, with combat actions and options up next. The Adventure menus can be fully operated with the mouse or keyboard, or whichever mix works for you, which is why you still see traditional roguelike letters next to each item.

You can also now click in the play area to open up a context menu for the tile, which gives all of the possible options, whether those are environmental options, movement options, conversation options, or the upcoming combat actions. As with Fortress mode, there are lots and lots of things you can do, so this should help you get a handle on the possibilities that you can also find down in the menus.

We've also reenabled the "Assume Control" option in the Arena for April. This lets you take control of a creature that you've placed in the arena so you can jump into the action yourself in Adventure Mode's turn-based combat rather than running the fight in real-time Fortress mode style.

Jacob has been working on statues most recently, Carolyn has been adding more features to portraits (like clothing quality and variations), and Neoriceisgood has been making more animal person portraits for all of the animal person portrait fans out there! Here are the varations for the breastplates as well as the Walrusman portrait:



See you all again in January with more updates as the work continues.

-Tarn + Kitfox Games

P.S. Special happy holidays from the Bay 12 dogs: Jojo, Una, Sun Bun and Sam!

Dwarf Fortress - Not Alex
Urists Rejoice!

As you may have seen on the PC Gaming Show today, we're announcing that we have a release month for Adventure Mode which will be coming April 2024! Watch the brand new trailer with the first ever footage of Adventure Mode in action:



For those who don’t know, Adventure Mode is the RPG mode of Dwarf Fortress, where you can create a character and freely roam the rich simulated world you have made a home in during your Fortress Mode save or start fresh in a newly generated world.

  • Characters in the world will now have a face. A dwarf’s appearance will reflect their description, from wounds to clothing to hairstyle. This is possible thanks to the game’s procedural portrait system based on the beautiful pixel art from Carolyn Jong we’ve been showing off in the art updates. This feature will also be coming to Fortress Mode.

    We've already shown off the dwarves and the elves but here is a look at goblins and kobolds:





  • Thanks to a new interface, Adventure Mode brings rich conversations with characters! This will help you bond with your unique party of adventurers and add weight to the stories they create in your world.

  • Combat in the game will also see a visual and mechanical revamp with updated wrestling mechanics. This will encourage those who may have in the past avoided grappling, to maybe look forward to a tussle. It will also spice up your adventures out in the wild and another exciting layer of engagement with their world. Fight as an individual or control your whole party in tactical mode.

  • The world map while in Adventure Mode will also see a change, with important landmarks such as roads, towns, and homes being much more easily visible.



Adventure Mode holds limitless possibilities for player stories: Write a poem and recite it in front of unsuspecting tavern-goers, join the group of hearth warriors of a local village to solve local problems, rob a tomb and become cursed by a mummy. This and so much more!

We also remain busy working on Fortress Mode in parallel to development on Adventure Mode and look forward to sharing an exact date for Adventure Mode when ready. In the meantime we will continue to update you on our progress. As we get closer to launch we will be releasing tutorials and other videos for more gameplay action!

As usual you can discuss the update and follow the news in the Kitfox Discord. We have an Adventure Mode channel, in-depth bug discussions, and it's the fastest way to find out about our Dwarf Fortress livestreams!

-Kitfox + Bay 12 Games
Dwarf Fortress - Not Alex
Attention Urists!

Do you think Dwarf Fortress is one of the stand out games this year? Annoyed at how mainstream awards shows look over cool, indie games? Well, now is your chance to make your voice heard because you will be able to nominate Dwarf Fortress for the 2023 Steam Awards!



Nominations are open and we want to amass a large squad of Urists to be ready for when it does. We think Dwarf Fortress would be a great candidate for both Hardest Game You’ve Played and Labour of Love. We support you in whatever category you think fits best (Game of the Year?!?!) but we think these are the ones we have the best chances with!

We we will update again if we pass the nomination stage.

Good luck and happy voting 💪⛏

-Alexandra
Dwarf Fortress - Not Alex
Hey Urists,

It’s been a little over a month since our big Adventure Mode Roadmap. If you haven’t had a chance to read it yet, go ahead and do that here. Since then, we’ve been working on a ton of new procedural portraits for goblins, kobolds and animal people which will be added to both Adventure Mode and Fortress mode. Soon you will be able to stare into the face of every single being you encounter in your fort or, bring them along with you in Adventure Mode. Watching humanoids slowly go insane from sobriety or die of dehydration was never so personal.

Here is one of the first screenshots from the new Adventure Mode, featuring an ambitious hippoman at a tavern. Maybe you can convince him to join you on your party? We also see the Adventure Mode UI coming along with your character’s portrait in the bottom left as well as all the new buttons for the various actions you can do.



Below, we also have a first look at the Adventure Mode world map. As you can see, towns are represented in much more detail including roads, farm plots and homes. The little shield acts as the marker for your party as you move through the map to reach new points of interest.



We will have more to show with Adventure Mode as well as a more accurate release timeframe in a couple of weeks. If you're curious to pore over the little pixel icons and implications, Blind did a little livestream grilling Tarn and Zach over the Adventure Mode details, so check that video out here.

New Bugtracker

We are happy to announce that we have a new bugtracker ready to go! The bug tracker has now migrated to a new domain with the old account system for reporting and commenting. The previous address and email reporting will no longer be used, so please update your bookmarks and follow the new instructions here: {LINK REMOVED}

Thank you to everyone for your patience and willingness to help to squash all those pesky bugs!

New FanGamer Merch + European Store



New Dwarf Fortress merch has arrived to FanGamer as well as select items on the FanGamer Europe store. We have the vinyl soundtrack, a journal designed to document your favourite forts, a giant desk mat and a hood with customizable menacing spikes! And European Urists can finally rejoice because you can now pick up the vinyl, journal, desk mat and pin on the European storefront, at least until they sell out:

Wave 2: https://fanga.me/r/dwarf-fortress-wave-2

FanGamer Europe: https://www.fangamer.eu/collections/dwarf-fortress

----------------------

That’s everything we have for this update. Thanks for reading! In a couple weeks will have some very exciting Adventure Mode stuff to show off and a more accurate timeframe for the release!

-Alexandra

P.S.

Our friends at Freeehold Games just released one of the biggest Caves of Qud patches ever yesterday! It’s been a year in the making and features a ton of new content including new boss fights and factions as well as the next leg of the main quest and HUNDREDS of new visual and audio effects, plus improved Steam Deck controls. Now is the best time to pick up Caves of Qud or return to it. You can buy Caves of Qud in Early Access and read more about the update on Steam or watch the trailer.
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
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