Dungeon Drafters - manalithstudios
Hello everyone! ✌️

I am excited to announce the release of the 1.0.3 Patch! I would like, once again, to express my gratitude for all the support that we have received from the community. We greatly appreciate your bug reports and feedback, which have been instrumental in improving the gameplay experience for everyone



About the Patch
I want to assure you that there are more patches to come in the following days. However, for now, Patch 1.0.3 includes numerous bug fixes and improvements that we hope will make your experience with the game much better. Thank you once again for your support, and we hope that you continue to enjoy the game!

Patch Notes!


Balance Changes and Fixes
  • Vampire Eyes card is now available on the Cities and Gladiators boosters.
  • The Tower of Doom first Challenge has been made easier.
  • Torch Shrines will no longer appear more than once per Dungeon once already activated.
If a player has not activated an earlier Torch Shrine, it is still possible for multiple Torch Shrines to appear in the same dungeon or floor.
  • Lore Rooms now have double the chance of appearing on the Tower of Doom.
  • Lore Rooms now have a chance of appearing on Treasure Rooms in the Misty Grove Ruins.
  • The difficulty of the Astrolabe Arena Puzzle has been adjusted to be more challenging, as the mobs did not have the correct amount of HP previously.
  • Punt Ogre HP has been changed from 4/4x2 to 3/3x2.
  • Animated Executioner will now follow and attack the closest enemy, rather than the one with the highest health.
  • Please note that the Lost Wreckage Guardian Fight on higher Miasma levels might be harder than expected, as some changes were made for bug-fixing reasons.
Quality of Life
  • Conditional Quests, such as completing a floor without taking any damage, will now display a notification when they are failed.
  • Players should now find the Glacial Library Guardian healing counter on higher Miasma levels easier to understand.
  • Some adjustments have been made to the sound effects of Stranger cards.
  • If you open a booster and receive a foil card, but that card already has the max possible number of it - 9 currently - one of the current existing cards will transform into foil.
  • The requirements for completing the "No Direct Damage Done" quest have been updated so that it only applies during combat. This means that after a battle, you are now allowed to attack objects such as chests without violating the quest's rules.
Bug Fixes
  • Quests that were previously not functioning correctly should now be working.
  • Runes and curios are now properly removed when entering Draft and Puzzle Arenas.
  • All fights against bosses and after them will no longer softlock/crash the game and should fix any weird bugs that might have happened in some boss battles.
  • The Lost Wreckage Guardian in higher Miasma levels will no longer have issues when cloning itself using Anemone.
  • Jar Shrine will no longer lock the player in place if the player has the Jar blessing.
  • Scourge Ring will now be properly removed when unequipped on deckbuilder.
  • Turn pads should no longer be deactivated once a web is spawned on top of it.
  • Treasure Hunter should no longer jump at the same tile as the player.
  • Blocking the attack of a Hex Missile now correctly also blocks the Hex effect.
  • Fixed an issue where some players couldn’t save decks if they were missing the folder.
  • Quick saving on Lost Wreckage now properly saves the progress to open the Hidden Treasure room.
  • Magic Mirror in town should now work when the player returns from a Quill Shrine save.
  • Builder’s Drive now copies Crossbow correctly, pointing towards a direction and everything.
  • Fixed multiple instances of mob action cards working incorrectly or showing the wrong traits.
  • Spinning Arbalest and Fixed Arbalest descriptions were swapped.
  • The Glacial Library Guardian health bar is no longer visually broken and also won't softlock the game.
  • Adding foil cards on deck during deckbuilding will no longer pass the cap limit per card.
  • Fixed Steam issue where players couldn’t get the “First Time?,” “No Stone Unturned,” and “ACHOO!” Achievements.
  • Fixed an issue where the weather ambience sounds were not playing in the Adventurer’s Town.
  • Fixed some missing audios in Bishop's Snipe card.
  • Pressure plates should no longer be overridden by webs, traps, and similar things.
  • Odd Incense curio Patience trigger should be working now.
  • The colliders in one of the elevator rooms in the Tower of Doom on later floors have been fixed.
  • Entities with effects will no longer soft-lock the game when thrown at a Chasm.
  • Caltrops should no longer softlock the game.
  • Nightmare should no longer have problems re-establishing the monster turn order on specific occasions.
Known Issues
  • There is a bug in the deckbuilder where the archetype icons do not display properly when enabling or disabling certain options.
  • Play-time saves do not properly accumulate to new saves, resulting in inaccurate play-time tracking.
  • In the Dungeons, Magma sometimes does not visually turn into stone after combat. However, this does not affect the player's damage or gameplay.
  • Occasionally, the deckbuilder will only equip Stalactite cards if there are already Crater cards equipped, which is not the intended behavior.
Possible Known Issues
If you come across any of this issues, which we haven't been able to replicate, please join our Discord Community and open a ticket to send the log file in the Support channel. Thank you for your cooperation in helping us improve the game. It's possible that this has been addressed in the current update
  • There is a known issue where the Penguin puzzle may cause the game to softlock.
  • The Jar curio may sometimes not send loot back as intended.
  • There has been reports of the Torch Shrine causing a softlock if the player quickly steps out of it.
  • We have received a report of a softlock issue related to the player reaching 0 AP.
Dungeon Drafters Official Wiki!

Exciting news! We are pleased to announce our partnership with Wiki.gg. We strongly believe in the power of community-driven wikis, which is why we are inviting all members of our community to join us in creating our official out-of-game guide. We recognize that a guide developed by the community will be much more effective than one developed solely by the developers themselves.



We also want to make sure that we don't reveal anything that the community is not yet aware of, so we encourage you to join our Official Discord Server and contribute to the Wiki channels. Your help will be invaluable in gathering the necessary information. Thank you for your continued support, and we can't wait to see the amazing things we can accomplish together!

Thank You!

Rest assured, we are committed to making your experience with the game as seamless and enjoyable as possible. Everyone in the community is helping us a lot to make the game experience the best it can be. Thank you!

~ 📕 Fressato
Deal & Wheeler - ArtNeronGames
Added English language option and fixed some critical bugs. Played on bugs checking gameplay. More in-game content and additions will be made regularly and you are expected to have a better in-game experience.
May 2, 2023
Smack Studio - alecdutch99
Updates to the animation rig details pane:
  • Added Ctrl + Z (it works in every activity within the pane)
  • Also added ability to undo changes to the animation rig after exiting
  • Binding bones drastically sped up
  • Added sounds when binding/unbinding bones and accepting changes to animation rig
Bug fixes:
  • Compute shader rendering issue causes missing pixels on some hardware
  • Undo / redo after switching animations can cause incorrect data to be copied
May 2, 2023
Amazing Maze - Lucky Raccoon Games
This small update fixed some bugs:

- There was a random bug in level 3 that prevented players from progressing in the game, since the laser wouldn't turn off. We already got the toolbox, tightened some screws and now it will behave as it should from now on.

- The leaderboard screen was fetching more results than it should and this caused an overflow in the rankings view. That too has been fixed and now everything will work fine.
Fantasy Survivors - buttonsoft
Hi,

We added the number of unopened chests next to the mini map. Now you can see if you've opened all the chests.

We also improved the maul (weapon) by making it easier to hit enemies. The greataxe (barbarian's main weapon) was balanced again.

If a chest's content is lying on the ground, the mini map did not show it. It now looks like an unopened chest on the mini map.

Till later,
André
LEGO® Star Wars™: The Skywalker Saga - monique.doubet
Save 60% on LEGO Star Wars: The Skywalker Saga standard edition, Deluxe Edition and Galactic Edition, along with the Character Collections...and 33% off each of the Character Packs!

The galaxy is yours with LEGO Star Wars: The Skywalker Saga! Play through all nine saga films in a brand-new video game unlike any other. With over 300 playable characters, over 100 vehicles, and 23 planets to explore, the galaxy has never been more fun!

Deal & Wheeler - ArtNeronGames
Added English language option and fixed some critical bugs. Played on bugs checking gameplay. More in-game content and additions will be made regularly and you are expected to have a better in-game experience.
Svarog's Dream Playtest - lynxbird
-The game options now include the option to enable MiniMap.
-The main map has been redesigned to display more details.
-Similarly, the Underworld map has been improved for greater accuracy.
-Icons are now added to the map when a significant location is discovered.
-Roads are now indicated on the map.

Chinese Frontiers - Ultor
Hi everyone, my name is Wojtek, and I’m the Level Designer and Technical Artist of our upcoming title, “Chinese Frontiers”. I would like to take you on a quick fly-through of the main level in the game - the player’s Village!



Walk through the valley of the Village

Relax, take a deep breath, and feel free to dive deep into an ancient Chinese valley surrounded by mountains.

At the settlement level, you will be able to discover multiple biomes. Our Village is spread along the river at the bottom of the valley.
Near the water, you will find sandy beaches and bamboo forests. This is a good place to go fishing and take a look at the opposite riverbank, which you will be able to explore later in our full game. On the other side, the village is surrounded by a forest that you can delve into, gather wood and stones, pick up plants, which you can collect, farm, and use to cook original Chinese recipes.
Take a look at the rice fields, unfolding like a verdant carpet from the mountains to the river bay. This is a typical part of Chinese scenery. The whole scenery is surrounded by mountains with ponds, rivers, and waterfalls that you can visit, along with attractive places with magnificent views.

Who knows, maybe along the way, you will uncover some secrets?

Revealing the Untold

Below, you can watch a short overview of the level we prepared.



This is just a quick fly-through of the first level. Stay tuned, and if you want, I’ll take you on a longer trip through the working process, technical features, and specific areas of every level. Feel free to leave a comment and let me know what you are most interested in.

Dive deep into the game and feel free to explore the whole level!

Follow us also here:
👉 Discord
👉 Twitter
👉 Facebook
👉 YouTube

👉 👉👉 Add Chinese Frontiers to Wishlist & Follow the community (not to miss next updates & DevLogs!)
May 2, 2023
DFHack - Dwarf Fortress Modding Engine - myk002
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!
Announcements
What's next?
Here are the projects we're working on right now (and the [@ person] on DFHack Discord you should talk to if you have opinions). If you are interested in early access, please join the "Beta - DFHack pre-releases" branch in your Steam client. You can also download pre-releases from GitHub.
  • buildingplan v2 [@TaxiService] - clearer UI, easier configuration, filter history
  • stocks [@silver_fly] - item management interface, including bulk actions like "mark all worn clothing for trade"
  • stockpiles and logistics [@myk002] - stockpile configuration presets, automatic dumping, trading, or melting of stockpile contents
  • gui/design v2 [@coskerstrike] - UI overhaul, performance improvements
  • gui/create-unit [@Thazzeus] - unit spawning interface
and, of course, a host of smaller bugfixes and features.
Poll results
We ran a poll on reddit to hear your opinions for what DFHack's Next Big Thing should be. The results:
  1. 30% manipulator - in-game Dwarf Therapist-like labor assignment and unit management interface
  2. 18% search, embark-assistant (tie) - better search functionality for vanilla dialogs, extended options for embark location discovery, respectively
  3. 15% tooltips - in-game help tooltips for DFHack UIs
  4. 11% quickfort - stockpile and zone support for blueprints, including Dreamfort support
  5. 6% exportlegends - extended data for legends export, allowing external tools like Legends Viewer to work
These are all huge projects, and don't expect their completion any time soon, but the results of the poll helped us set priorities for upcoming development. If you have opinions about any of those tools, or if you're just curious about the implementation plans, or if you'd like to help, please check out the GitHub issues where they are being discussed (hyperlinked above).
Terminal hidden by default
From a less formal poll, it seems that most players consider the DFHack terminal (the external DFHack window that pops up when you start DF) to be a nuisance, or at least not necessary. The terminal window will now be hidden and out of the way by default. You can unhide the terminal at any time by running the show command in gui/launcher (and hide it again with the hide command).

If you want to keep the terminal window shown at startup, go to the "Preferences" tab of gui/control-panel and toggle the option there.

Note that text-interactive commands, like the built-in lua interpreter or the tiletypes command, can only be run from that external terminal window. Most players will never have need to run these, though.
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 in the DF settings, and you can show it by entering mining mode or selecting the dump/forbid tool. We're working on making DFHack tools more mouse-aware and accessible.
Highlights
Mortal mode


We finally have an answer for those players who want to use DFHack for its bug fixes, interface improvements, and productivity tools, but feel uncomfortable with the tools that grant god-like powers over the game. Armok, if you didn't already know, is the god of Dwarf Fortress. If you don't want to see these "armok" tools, go into gui/control-panel, on the "Preferences" tab, and toggle on the Hide "armok" tools in command lists setting.
Dude, where's my planner?


You may notice that the DFHack building planner appears to be missing. Don't worry, it's not gone. It's just minimized by default. If you want to use it again, just expand it by clicking on the "show planner" button and it will stay expanded, just like it was before.

Why did we do this? Now that DFHack has entered the "stable release" phase, we want to go back to our roots and not supplant vanilla functionality by default. From now on, if there is a DFHack interface enhancement that can replace a vanilla element, it will show up as a minimized panel that you can expand and use. The panels that simply add extra functionality without getting in the way, like order import/export and the trade screen enhancements, will still stay expanded by default.
Generated release notes
Fixes
  • autoclothing: eliminate game lag when there are many inventory items in the fort
  • buildingplan:
    • fixed size limit calculations for rollers
    • fixed items not being checked for accessibility in the filter and item selection dialogs
  • deteriorate: ensure remains of enemy dwarves are properly deteriorated
  • dig-now: properly detect and complete smoothing designations that have been converted into active jobs
  • suspendmanager: Fix over-aggressive suspension of jobs that could still possibly be done (e.g. jobs that are partially submerged in water)
Misc Improvements
  • buildingplan:
    • planner panel is minimized by default and now remembers minimized state
    • can now filter by gems (for gem windows) and yarn (for ropes in wells)
  • combine: Now supports ammo, parts, powders, and seeds, and combines into containers
  • deteriorate: add option to exclude useable parts from deterioration
  • gui/control-panel:
    • add preference option for hiding the terminal console on startup
    • add preference option for hiding "armok" tools in command lists
  • gui/gm-editor:
    • press g to move the map to the currently selected item/unit/building
    • press Ctrl-D to toggle read-only mode to protect from accidental changes; this state persists across sessions
    • new --freeze option for ensuring the game doesn't change while you're inspecting it
  • gui/launcher: DFHack version now shown in the default help text
  • gui/prerelease-warning: widgets are now clickable
  • overlay: add the DFHack version string to the DF title screen
  • Dwarf Therapist: add a warning to the Labors screen when Dwarf Therapist is active so players know that changes they make to that screen will have no effect. If you're starting a new embark and nobody seems to be doing anything, check your Labors tab for this warning to see if Dwarf Therapist thinks it is in control (even if it's not running).
  • toggle-kbd-cursor: add hotkey for toggling the keyboard cursor (Alt-K)
  • version: add alias to display the DFHack help (including the version number) so something happens when players try to run "version"
Removed
  • title-version: replaced by an overlay widget
Lua
  • gui.ZScreenModal: ZScreen subclass for modal dialogs
  • widgets.CycleHotkeyLabel: exposed "key_sep" and "option_gap" attributes for improved stylistic control.
  • widgets.RangeSlider: new mouse-controlled two-headed slider widget
...