Jul 22, 2023
Arobynn: Below The Surface - Jace Of Shadows Gaming LLC
Warrior Classics Skin Set
Includes 3 new character skins!

DLC Steam Upload
Warrior Classics DLC package uploaded to steam. Available July 28th!
Mobmania - copun
Fixed a bug where Shop Pause would cause co-op games to crash.
Jul 22, 2023
Musical Range - Motanum
Hello!

Today we bring a small update fixing some issues that have plagued the game for a while.

We have fixed the Default bindings for Gun Shooting missing the keys for the Valve Index controller and the Mixed Reality controllers.

Due to the urgency to push the fix for Valve Index controllers, we are forced to push some changes that we were going to include until the next big patch. Some of the more notable changes are the following.

We also updated the expert charts for the following songs as well as crowd and Auto Tones charts.
  • She's On Fire by Brandon from the Anara Pack
  • The Future Is Now by DORRR from the Anara Pack
  • Easy Said by The Bots from the Big Indie Pack

Visual representation for Note Punches updated. As well as many internals on how the game works, which leads to better gameplay smoothness.

We are working on a new gameplay feature which we are ready to share soon with you. If you are not on the Discord, be sure to join. We post about upcoming updates, news, as well as info on how to get your hands on closed beta versions of the game.
Jul 22, 2023
GoreBox - Felix Filip
bug fixes
Jul 22, 2023
Dreadful River - sutcavonadabinggalirot
v0.4.170.0 ( July 23 - 2023 )

  • Forts now spawn additional boss type units
  • Fixed issue not saving fort type properly
Jul 22, 2023
DFHack - Dwarf Fortress Modding Engine - myk002
This release is compatible with all distributions of Dwarf Fortress: Steam, Itch, and Classic.
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
You can now distribute your quickfort blueprints in mods!


Think you have a cool fortress design that you want to share with the community? The effort required to share your designs has now been cut down significantly. DFHack quickfort now supports blueprints that have been distributed with mods!

The blueprint in the screenshot comes from a mod with only two files:
  • mods/myk002 blueprints/info.txt
  • mods/myk002 blueprints/blueprints/from_mod.csv
with info.txt containing just the basic mod metadata (detailed in the DF mod guide). You can distribute these mods anyway you like, including from the DF Steam Workshop.

How do you make blueprints of your fort to distribute? DFHack's gui/blueprint will take a snapshot of your fort and create a series of blueprints for you. You can also make edits with a text editor or online spreadsheet app to do some really advanced stuff.
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.
Highlights
Initial screens for search and sort
The first few screens are done for search/filter/sort support! For starters, we decided to tackle the animal assignment to pasture screen and the trade screens, both of which are a frequent source of frustration for players. There is generally not enough room to add vanilla-sized buttons, so DFHack screen links will appear surrounded with red and yellow bars to to distinguish them from vanilla widgets.



The screen that comes up can be filtered and sorted by whether and where the animals are pastured/caged, by their friendliness or tame status, and by various other properties. All animals of a particular species are now listed next to each other so you can find them easily.



The trade screens got a similar treatment. There are two new screens, one for bringing trade goods to the depot, and one for doing the actual trading. In both, items that are ethically unacceptable to the traders that you are trading with and items that are forbidden to export by your nobles are automatically filtered out, though you can change the filters if you like. Both screens also make bins safe and easy to work with.





The bring goods to depot screen allows you to find the items that you want to sell and mark them for trading. For example, you can move the "condition" slider to only show damaged items and then mark them all for trade with a single click.



The trade screen provides similar filter and selection support for items being bought and sold. By default, only the contents of bins are listed and traded and the bins themselves aren't traded. You can toggle this behavior and trade bins if you like, though.



Copy/paste support
With the move to SDL2 comes new clipboard integration capabilities. DFHack's text entry fields, such as the command editing field in gui/launcher, now support copy, paste, and cut. Ctrl-V will paste from the system clipboard into the DFHack text field. This is especially useful when pasting in DFHack commands that you find on the internet! Ctrl-C will copy text out that you can paste into another application, and Ctrl-X will copy the text and also clear the field (so it's a convenient way of just clearing the text quickly even if you don't need to copy it).

Note that there is no way to just select a portion of the text, though, so all copy and cut operations apply to all text in the field.



Warm and damp indicators in ASCII mode
DF does not distinguish damp or warm tiles when in ASCII mode. This can be very frustrating for ASCII-mode players that have to play without this information.

DFHack now automatically highlights damp tiles in blue and warm tiles in red when in ASCII mode and a mining operation is selected. In other words, the visual feedback in ASCII now matches what premium players get in graphics mode.







Other new tools
Some long-standing requests were finally fulfilled in this release, with the return of a few fan-favorite tools and one new game fix.
  • 3dveins replaces vanilla DF's blobby vein generation with veins that flow smoothly and naturally between z-levels. Want a more natural looking geology? Try running this command right after a new embark!
  • dwarfvet allows your animals to have their wounds treated at hospitals, prolonging their life and usefulness.
  • fix/empty-wheelbarrows dislodges rocks that get stuck in your wheelbarrows when a hauling dwarf gets distracted and the full wheelbarrow gets abandoned somewhere. This makes those wheelbarrows useful for hauling again. Enable this tool in the "Maintenance" tab of gui/control-panel to automatically keep your wheelbarrows usable!
Generated release notes
New Tools
  • 3dveins: reinstated for v50, this plugin replaces vanilla DF's blobby vein generation with veins that flow smoothly and naturally between z-levels
  • caravan: new trade screen UI replacements for bringing goods to trade depot and trading
  • dig: new dig.asciiwarmdamp overlay that highlights warm and damp tiles when in ASCII mode. there is no effect in graphics mode since the tiles are already highlighted there
  • dwarfvet: reinstated and updated for v50's new hospital mechanics; allow your animals to have their wounds treated at hospitals
  • fix/empty-wheelbarrows: new script to empty stuck rocks from all wheelbarrows on the map
  • zone: new searchable, sortable, filterable screen for assigning units to pastures
Fixes
  • Fix extra keys appearing in DFHack text boxes when shift (or any other modifier) is released before the other key you were pressing
  • gui/autodump: when "include items claimed by jobs" is on, actually cancel the job so the item can be teleported
  • gui/create-item: when choosing a citizen to create the chosen items, avoid choosing a dead citizen
  • gui/gm-unit: fix commandline processing when a unit id is specified
  • logistics:
    • don't autotrain domestic animals brought by invaders (they'll get attacked by friendly creatures as soon as you let them out of their cage)
    • don't bring trade goods to depot if the only caravans present are tribute caravans
    • fix potential crash when removing stockpiles or turning off stockpile features
  • suspendmanager:
    • take in account already built blocking buildings
    • don't consider tree branches as a suitable access path to a building
Misc Improvements
  • Dreamfort: give noble suites double-thick walls and add apartment doors
  • Suppress DF keyboard events when a DFHack keybinding is matched. This prevents, for example, a backtick from appearing in a textbox as text when you launch gui/launcher from the backtick keybinding.
  • autonick: add more variety to nicknames based on famous literary dwarves
  • gui/unit-syndromes: make lists searchable
  • logistics: bring an autotraded bin to the depot if any item inside is tradeable instead of marking all items within the bin as untradeable if any individual item is untradeable
  • quickfort: blueprint libraries are now moddable -- add a blueprints/ directory to your mod and they'll show up in quickfort and gui/quickfort!
  • stockpiles: include exotic pets in the "tameable" filter
  • suspendmanager: display the suspension reason when viewing a suspended building
  • widgets.EditField: DFHack edit fields now support cut/copy/paste with the system clipboard with Ctrl-X/Ctrl-C/Ctrl-V
API
  • Items::markForTrade(), Items::isRequestedTradeGood(), Items::getValue: see Lua notes below
  • Units::getUnitByNobleRole, Units::getUnitsByNobleRole: unit lookup API by role
Internals
  • Price calculations fixed for many item types
Lua
  • dfhack.items.getValue: gained optional caravan and caravan_buying parameters for prices that take trader races and agreements into account
  • dfhack.items.isRequestedTradeGood: discover whether an item is named in a trade agreement with an active caravan
  • dfhack.items.markForTrade: mark items for trade
  • dfhack.units.getUnitByNobleRole, dfhack.units.getUnitsByNobleRole: unit lookup API by role
  • widgets.TextButton: wraps a HotkeyLabel and decorates it to look more like a button
Structures
  • build_req_choicest: realign structure and fix vmethods
  • squad_orderst: fix vmethods
Documentation
  • misery: rewrite the documentation to clarify the actual effects of the plugin
Jul 22, 2023
DRIFTHUB - Edoa60hz
Vehicle list updated.
Cloak & Dagger: Shadow Operations - Knight Division Games
C&D is part of Steam's Stealth Fest Sale and is 25% off from July 24 - July 31st!
Less than $5 for a sneaky little stealth game!

Cheers all!
-Knight Division Games
The Highrise - matechar
Hello, this is Studio HATCH!

We want to express our gratitude to those who have been patiently waiting for over a month. The reason for the delay in the update was that we needed to review and make adjustments to all aspects of current "The Highrise" Game based on the feedback received so far. Additionally, it took some time to add and test the new Survival Mode and other major and minor mechanics. With many changes from small tweaks to significant mechanics, you will experience a gameplay that is quite different from before. We are confident that those who have cleared it once and play again will have a better impression!

Let us first highlight the major changes.


All zones have been opened.

We removed all card key generators that blocked the way to the existing zones, allowing unrestricted movement between floors in the open world. Now, you can quickly descend to the first floor right from the start, and rare material items that used to be generated only near the shopping mall can be farmed early on without any issues (if you dare). The card key doors that used to block passage between zones have been integrated into the doors of reward rooms.


Conditions for sending rescue signals have been changed.

Now, we have placed the radio in the early zones so you can find it relatively quickly. However, the radio is broken, and you need to fix them to send rescue signals. To do so, you will need radio components scattered throughout the building, with about half randomly spawning in furniture like other items and the rest being fixed spawns in certain rooms, acting as rewards for solving room mechanics.


A survivor's odor state system has been added.

Over time, the player's odor gauge will increase naturally. This odor represents the sweat, blood, bodily fluids, and other byproducts generated as the player survives. When the odor gauge reaches a certain level, the player will periodically emit a foul smell in the surroundings, which can attract nearby monsters. The only way to eliminate the odor gauge is by creating an improvised bathtub and bathing (the improvised bathtub is a new installation added in this update).


Blueprints have been added to the crafting mechanism.

Blueprints have been added to some crafting items. About half of the craftable items now require blueprints. Blueprints are placed throughout the building and also act as rewards in reward rooms. Once you collect a blueprint, it will be permanently stored within your character, similar to the zone maps. (If you play with a character from version earlier than 3.6.5.6.1, all blueprints will be automatically granted.)


The spawning method of seeds has been changed.

Previously, seeds were only found on the bottom floors of buildings, and the crop mechanism encountered just before escaping the building didn't receive much attention from many players. However, from now on, we have designated specific spawn areas to experience the crop mechanism from the early stages. Seeds are the only resource that enters the building from the outside and can be found in open areas where the exterior walls are exposed. Seeds have also been changed to respawn resources like water and oil.


You can sleep on a mattress now.

Sleeping is only possible during the night when the sun sets, and if you sleep, you can pass time quickly until the sun rises again. However, to sleep, you will need the stamina and hydration equivalent to the natural decrease amount of time until sunrise. When you wake up after sleeping, your stamina and hydration decrease, but your health recovers.


Reward rooms have been added.

The most representative ones are the reward rooms via the card key generators for each zone, and there are also reward rooms with simple mechanics. It would be best to play and experience the details yourself. Representative items obtained in reward rooms include blueprints and radio components.


The storage method of important items and character unlocking method have been changed.

The zone maps, item blueprints, zone card keys, and survivor messages are permanently stored within the player character and cannot be transferred or deleted. These items also do not disappear from the inventory. Additionally, the character unlocking method has been changed. Now, to unlock each of the four characters, you need to collect specific items, which are the same as the four items mentioned above. (The game mode is now independent of this unlocking method.)


Lastly, the Survival Mode has been added.

In Survival Mode, the data of the deceased character is completely wiped. The differences between Survival Mode and Sandbox Mode are as follows:

• Adjustment of respawn time for seeds, water, oil, and dirt piles.
• Adjustment of the spawn quantity of raw and food items.
• Adjustment of AI detection speed.
• Adjustment of AI damage.


<Big and Small Mechanics>

• The gardening pot system has been changed. Now, clean water no longer reduces the cultivation time, and crops being cultivated in the gardening pot cannot grow without "clean water." Also, after cultivating six times, you need to refill the soil for the gardening pot.
• The bathtub system has been added. You can wash off your odor in the bathtub, but after using it twice (based on single-player mode balance), you will need to refill it with clean water (two units) to use it again.
• The grappling hook item has been added. The grappling hook can be placed on air vents that face downwards or high places. Each time it is installed, durability decreases, and after depleting all the durability, it can be disassembled.
• Crafting materials now indicate their rarity. Rarity indicates only the depth of the material's potential location and does not represent its absolute value.
• The accurate display of respawn cooldown for respawn items and the exact time for crop cultivation has been removed. However, you can check the approximate time left through the icons on the minimap. Additionally, you can expand the minimap by pressing the M button and navigate through other floors.
• The oil in the generator is consumed over time, and when the oil is completely depleted, the generator cannot function or charge the battery of the device, and it needs to be refueled.
• A penalty of stamina and hydration reduction has been added when vomiting due to food poisoning.
• An additional level of weight penalty has been added. If you carry over 60kg of weight, you will be almost unable to move.


<AI Mechanics>

• The damage dealt by monsters to breakable objects and installations has significantly increased. Also, when the player stands on breakable objects or installations, monsters will focus on attacking the breakable objects and installations under the player's feet.
• When a monster detects a player, the monster's roar now attracts other monsters to the player's location, not where the monster roared.
• Monsters will no longer flee from the player who has just escaped through air vents during combat, as long as the player is within their attack range.
• The respawn number of Sniffers has been adjusted. From now on, the number of respawning snipers will be about half of the initial spawn quantity.
• Chef now has a tail bite (exploring the player's vicinity upon first encounter).
• Chef's charging judgment has been adjusted more precisely, and the speed has been increased.
• During combat with Chef, running speed has been increased.
• Chef's attack speed has been increased.
• Chef's basic attack damage has been nerfed to 24, but the charge attack damage remains unchanged.


<Game Balance>

• The rarity of gas burners has been reduced by one level, allowing early zone farming.
• The hydration gauge has been moved to the stamina gauge.
• The spawn quantity of food items has decreased significantly.
• Basic material furniture will no longer respawn.
• The zone map for Sky Lounge will be given to the player immediately at the start of a new game.
• The damage of the Molotov cocktail has been buffed to 200 but the radius has been significantly reduced to 1 meter.
• The battery recharge time has increased to 24 minutes (in-game time, equivalent to one day).
• The spawn quantity of batteries has been reduced to one per zone.
• The number of Sniffers in Sky Lounge has been reduced from 3 to 2.
• Each important door in each zone has been assigned a distinct color from the primary colors.
• Water respawns will be increased to 3 weeks.
• Mushrooms will no longer respawn.
• An offset is applied to all resource respawn times. (1 week has a 1-day offset, 2 weeks have a 2-day offset, 3 weeks have a 3-day offset).
• You will receive one more set of cooked food and water at the start.
• The reduction amount of food poisoning due to clean water has been buffed to 10 from 5.
• The weight of garden pots has been reduced to 6kg.
• The weight of wills has been reduced to 8kg.
• The weight of pipe bombs has been reduced to 300g.
• The weight of nail guns has been changed to 1.1kg.


<Multiplayer>

• Now, you can enter the host's world even without loading all of it.

• In multiplayer, the natural reduction rate (maximum stamina, hydration, battery) of player stats will fluctuate based on the number of players. With two players, the natural reduction rate will be 50%, and with three players, it will be 33%.

• Now, in multiplayer, when players perform specific interactions simultaneously, the preemptive confirmation function prevents bugs.


<Miscellaneous>

• The firing delay of pistols, shotguns, and rifles has been reduced.
• You can now check all descriptions of stats in the inventory.
• Collected maps, blueprints, card keys, and messages can be viewed in the inventory (messages can also be opened by clicking on them).
• Some areas now have darkrooms.
• The expansion function of the mini-map has been refined. You can activate it with the M key and check different floors using W, S, or the mouse wheel.
• The clouds, which were deleted at the start of the early access, are now back.
• Constellation effects in the sky have been added.
• Almost all additional translations have been applied and adjusted to all languages.
• Cooked "Sticky Meat" can no longer be used as a substitute for generator oil.
• Both "Sticky Meat" and cooked "Sticky Meat" have significantly nerfed stamina recovery amounts.
• Main menu and option UIs have been refined.
• A frame rate setting feature has been added to the options.
• A separate mouse sensitivity option for scoped aiming has been added for rifles.
• The highlight display distance of interactive objects in the surroundings has been reduced from the previous 15 meters to 10 meters.
• Some UI designs have been modified.
• Various console information has been added.
• Some sound effects have been replaced and added.
• The interaction outline has been added to the long ladders in the central elevator rooms that appear starting from Damper.


<Bug Fixes>

• Fixed a bug where the headshot judgment of Elite Snipers did not work correctly.
• Fixed a bug where monsters would intermittently cross through barricades installed on doors.
• Fixed a bug where interacting with barricades more than once intermittently did not properly apply the generator's information after restarting the game.
• Fixed a bug where the player's weapon would explode while running with a pipe bomb above them.
• Fixed a bug where monsters would occasionally show diminished reactions when smelling.
• Fixed a bug where the helicopter appearing in the ending cutscene would intermittently appear in a location other than the rooftop depending on the resolution of display.
• Fixed a bug where the indication of discharge and charged batteries were reversed.
• Fixed a bug where the sound effect for drinking water while holding water in hand would intermittently change every sound to the sound of opening a lid.
• Fixed a bug where some numerical UIs would intermittently display excessive decimal places.


That concludes the update details for The Highrise. We want to express our gratitude once again to everyone who showed interest in our game and waited patiently for the update.

Also, we plan to have a weekly sale in the future, so if you know anyone interested in The Highrise, we would greatly appreciate it if you could let them know about our discounts.

Best regards from Studio HATCH.
Jul 22, 2023
Hero Siege Playtest - illuminati
- Toned down the enemy damage scaling
- Fixed the crash
- Tomorrow will be a playtest day
...