We'd like to introduce everyone to update v2.1, also called the Genesis update for its focus on creativity with the introduction of steam workshop integration. The update also includes mod updates, improvements to the tutorial, lots of new events, more music, and major improvements to the War AI. Please read below for more details.
Art
New Icon Art for planetary improvements.
AlienGPT
Image generation now works correctly after selecting an image, changing the prompt, and then generating a new batch of images.
Audio
The game gets 22 minutes of new music spread through the course of the game.
Midgame music changed from 100 turns to 60 turns (5 years) so that the next batch of music could be heard sooner.
New events get voiceovers (English).
Core
We added an option to turn off the startup resolution check. To enable, open your prefs.ini and set "DisplayResolutionCheckEnabled" to 0. We want your feedback if this addresses your startup crash issue.
Fixed a stuck turn caused by the game saving while a ship was moving.
Fixed a memory leak in the Ship Designer.
Battle Viewer
Auto volley works faster.
Reduced the pretty long delay at times between the ship being destroyed and the ship disappearing.
The general animation of battles on the map is faster.
Disabling text of 0 values in the battle log.
Adding Overkill display, so if a ship is shot at that is already dead, it doesn't show up as incorrectly defended damage.
Added a new Accuracy column next to the weapon range.
Added should be three new percentage columns next to each damage mitigation strategy, with the statuses of those defenses.
Fixed a bug that caused the battle predictions sometimes to be wildly different than the actual results.
Gameplay
AI
Major AI update: Military commander AI and Political leader AI now talk to each other to ensure their military is ready to go to war before declaring war (no more declaring war while they're still assembling fleets).
AI is more nuanced about attacking enemies with smaller fleets if they are certain to win and they are close.
AI is better at determining whether a given civ is within range of the other for diplomatic calculations.
AI doesn't consider being at war with a civ that hates being a real team-up.
AI begging you to declare war on someone else is much less frequent.
Aggressive civs don't use siege ships but, instead, go right to Transports.
AI can classify planets as wealth-generating focused planets.
AI is better at building approval districts when necessary.
An AI that is supposed to be murdering everyone will not ask for peace.
AI is much better at avoiding war with civs they can't easily reach unless they've been paid off or have no other alternative.
Snathi will no longer defend their planets from invasion. Neither will the Xendar. It's all attack attack attack.
Fixed a bug that caused AI to send individual ships to attack invaders near Core World.
Siege fleets are much braver about attacking worlds that have defenders.
Space monsters and pirates are more intelligent in who and how they attack.
AI bonuses for high levels are reduced due to AI getting smarter. Changes include:
Bright:
AI no longer gets money upfront.
AI no longer gets a manufacturing and research bonus.
Genius:
AI logistics bonus reduced from 3 to 2.
AI is no longer given extra money at the start of the game.
AI population cap bonus reduced from 3 to 2.
Incredible:
AI Sensor range bonus decreased from 24 to 16.
AI starting money bonus reduced from 50,000 credits to 5,000.
AI is much less willing to give money each turn to the player for stuff.
AI is much less willing to go to war with their friends for stuff.
Artifacts
New Artifact: Genius bomb. Slowly increases the intelligence of a target core world to 20 over time.
New Artifact: Magnify Influence. Increases influence generation by 3X on a target planet for 24 turns.
Citizens
Worker specialists no longer provide Influence Growth for their colonies due to being busy...you know, working.
Influence per turn from Workers reduced from 20% per social skill to 5% per social skill.
Entertainer Influence generation reduced from 50% of their social stat to 10% of their social stat.
Celebrity influence generation reduced from being 100% of their social stat to 50%.
Culture (Influence) related techs are somewhat more expensive to research.
Reduced the Influence of scientists.
Criminals LIKE crime.
Executive Orders
Coerced colonization approval hit reduced from 15% to 10%.
Increased fertility executive order no longer available to synthetic civs.
Events
Spawned events Civs (Thalan, Snathi, etc.) are now the result of someone making a choice in an event (doesn't have to be the player), and it will spawn near the civ that made the choice and rolled those dice.
Lots of new leader events have been added.
Updated Tutorial with new steps and objectives, better flow, and newer player-friendly pop-ups.
Improved VO's provided by BattleMode.
New events are now hooked up for voice acting.
The "Terrible Weapon" event's negative effect duration was reduced to 24 months, but its permanent beam attack benefit also decreased to 4.
Event-based diplomatic effects were edited to be more succinct.
Galaxy
The "Rare Stars" galaxy start option makes stars rarer for hermit players.
The gigantic sector size increased from 100,000 tiles to 130,000 tiles. For reference, a medium-sized map on its own is 10,000 tiles.
Map sizes won't be reduced if you choose map sizes that are beyond the recommended for your system if you have more than 10GB of RAM.
Improvements
Fixed a bug that allowed non-homeworld improvements to be built on your homeworld by removing your capital city.
Hyperion Shrinker is now a civ achievement, so everyone can potentially build it, but the cost increased from 200 to 600.
Starport Maintenance reduced from 2 to 1.
New improvement: Orbital Farm. Unlocked with Xeno Agriculture (early food upgrade).
Industrial Center buffed. Manufacturing increased from 3% to 10%.
"Beacon of Babylon's" Harmony Crystal cost was reduced from 5 to 3, and faction-wide influence buff was reduced from 10% to 5%.
Cultural Beacon Influence per turn benefit was reduced from 20% to 10%, and
Manufacturing Cost was reduced from 1400 to 600.
"Manufacture Life" always produces a Yor instead of whatever citizen type the player has chosen (i.e., won't create cats anymore).
"Orbital Farm" Durantium cost increased from 1 to 5.
Precursor Elevator decay mod changed from multiplier to flat.
Duranitum cost for Space Elevator orbital increased from 1 to 2.
Space Elevator orbital now has a Maintenance cost of 1.
Misc
Added many new Leader Traits.
Fixed (reduced) an exploit where players could easily get players to go to war with each other with some trinkets and tech.
Mountainous Worlds can now have up to 2 fertility (instead of always 0).
Xeloxi tolerance to pollution increased.
The "Asteroid Mining Module" cost was reduced from 40 to 10.
Asteroid Mining Factory benefit increased from +0.1 manufacturing to +0.2
"Military Starbases" will automatically attack enemies that come into their zone of control.
Balance pass on the planet's default cultural relevance.
Pirates are allowed to build ships into the late game.
The "Natural Enemy" penalty increased from -3 to -8 (i.e., Drengin and Torians will never be friends).
Diplomatic bonuses and penalties were edited to be more succinct.
Ships
"Gravity's Heart" Commander ship nerfed, and it loses a Plasma Weapon.
T'lass's Flagship nerfed. Loses 2 Plasma weapons.
Tiny and Small Hulls were made slightly visually bigger on the map to be easier to see.
AI is better at researching larger hulls.
Tiny Ship hull cost increased from 12 to 20.
Tiny Ship Base Moves increased from 3 to 4.
Small Ship (Frigates) Base Cost increased from 30 to 75.
Small Ship Base Moves increased from 3 to 4.
Small Ship Base HP increased from 5 to 8.
Small Ship Base Mass increased from 10 to 15.
Small Ship Base logistics increased from 3 to 4.
Medium Ship (Cruiser) base HP increased from 32 to 50.
Medium Ship Base Moves increased from 3 to 4.
Large Ship (Battleships) Base HP increased from 128 to 150.
Large Ship Base Moves increased from 3 to 4.
The Huge Ship (Dreadnoughts) base HP increased from 200 to 300.
Huge ship Base moves increased from 3 to 4.
Carrier Module fighter capacity increased from 4 to 16.
Carrier Module cost increased from 150 to 550.
Carrier Module Mass increased from 15 to 20 Mass + 20% of the Total Mass to 50% of the Total Mass.
Ships with the "Escape Battle" ability (such as the Xeloxi Command ship "Ladgerda") are no longer almost indestructible.
AI ship designs emphasize defensive modules more than before.
Anti-matter bomb damage was reduced from 12 to 8 HP.
Starbase on weapon volleys changed so that they can fire every turn. Whoahahaha!
Anti-Matter bomb requires a ton of space.
Tech
Extreme miniaturization cost reduced.
Missions
Restored missing trigger set references for missions.
Disabled the Korath mission, as it was not ready.
Restored deleted scenario conversations for the missions.
Restored missing trigger sets for other missions.
Tutorial
Updated Tutorial Screens to Blur English Text.
Updated Tutorial VO.
AI players are literally blocked from attacking the pirate shipyard on the Tutorial mission. We tried to be nice.
Disabled the redundant tutorial pop-up windows for research, shipyards, etc. We already have pop-up windows for those, and having a duplicate that then spawns another similar window breaks flow.
The tutorial map can have nebula and precursor relics.
Nebulas are now rare.
Tutorial techs are made quite a bit more expensive in general to prevent players from quickly going through them.
Additional techs were added to the tutorial, including Planetology (for food).
Minor text edits for flow/clarity per playtesting feedback.
The player no longer has a step for researching Colonization. Instead, they'll get directed straight to 'Build a Colony Ship' if they haven't already.
Fixed an issue where the "Colonize a Class 10+ Planet Objective "objective wouldn't complete when appropriate.
The 'On Selected' trigger doesn't work if the entity became selected through the end-turn tab.
Fixed a problem where the select entity (e.g., a probe) selection event wasn't getting triggered if the game selected the entity as part of the End Turn process.
Patched other cases that caused the selection events to get missed.
The "Executive Order" trigger is no longer triggered by using an Artifact.
MP
AI with high intelligence no longer causes desync.
Text/Localization
Generic names made less human-y.
Updated text for refits to explain that the movement bonus is only for friendly territory.
The AI is humbler in its speech when it's losing a war.
Text updated to explain that the ORGANIC population won't grow without food. Food doesn't help robots.
Added Multiple New Lore Lines for the GNN Events
More human-gendered names.
Fixed empty string issues and text sizes.
Replaced references of Survey ships with Flag Ships (They are Flagships)
General move to changing "The Alliance" to "The Terran Alliance."
MEGA translation update. It should be of much higher quality. Fingers crossed.
Fixed flavor text for techs in many languages.
Big Spanish update with community help in improving it. Shout outs to Charlemagne and Shekerd.
Polish font sizes increased on QHD UI.
Russian font size increased to be more readable.
Spanish font sizes were adjusted to be easier on the eyes.
Slight tweaks to Chinese so that inline icon better matches the text size.
Updated Chinese fonts to remove weights and increased 4K point sizes from user feedback
UI
You can no longer place multiple one-per-ship components on a ship design when in Advanced Edit mode.
Fixed an issue where the game would not warn about invalid UI sizes if the resolution had not been set manually in the prefs or options screen.
Fix several problems where the UI scale wasn't set correctly both in the UI and on startup.
Update Diplomat slots to support up to 4 lines for longer race names.
The Civ name lists in the End-game summary screen no longer overflowed at the bottom of the screen if there were too many.
Narrowed the width of the Civ summary tooltip.
Fix the turn distance calculations for the tooltip when pressing CTRL on the galactic map.
Tiles outside of your fleet range no longer incorrectly state that the "Subspace Streaming" tech is required.
Escape Battle Module now has cooldown information in the tooltip.
Removed blank spaces appearing on the bottom of citizen tooltips.
Steam Workshop: The Workshop Button in the Title Screen pops up Steam Overlay (only in Steam, not epic).
Updated Artifact card to a wider format to better fix text.
Ship path numbers now correctly show when a selected ship moves off.
Updated the Databank Civ overview screen to use more consistent terminology.
Updated the tooltip for the Main Menu icon should read just "Workshop."
Added icons to the Cultural Focus dropdown so that all the Ideologies have an icon displayed in front of them.
Civilization Abilities "Raiders" now has the correct Income tooltip.
On the databank screen, added an explanation that citizens may come from any race.
Workshop / Mods
Enable Steam Workshop on Steam build. Epic users will continue to use the older workshop.
We plan to add a button to automatically transfer your content to the Steam Workshop soon.
We have added an external mod manager that can be opened from the game’s Launcher. This tool allows you to install, enable, and disable mods.
Slasher U: An 18+ Horror Movie Dating Sim, Act 1 - medieval knievel
I am SUPER THRILLED to announce that Slasher U is gonna be a part of this year's Hand Eye Society Super Fest, running from November 20th to 26th! It's a weeklong online fest/stream of indie games, and I'm in SUCH GOOD COMPANY. (Kind of losing it a little right now, actually. Ahem.) Continue joining in me in vibrating at top speed by checking out the Hand Eye Society Games List announcement and the Super Fest page!
Starting on the 20th, you'll be able to check out Super Fest site all week, including streams, workshops, and, of course, a comprehensive and vaguely unhinged interview where I Charlie Day Pepe Silvia my way through my iterative design process! SO EXCITED!
Tuesday, the 21st of November will mark one month until the release of Paint Desk Simulator's Beta! We at Splat Games are super excited to unveil our game. As time winds down we wanted to announce a few things!
First and foremost, thank you for your support for Paint Desk Simulator, we have already reached more wishlists than we expected. We're almost as excited as you all are!
Secondly, We want to announce again our Discord! Link. This Discord will be hosting a very special giveaway! We will be releasing Steam keys a few days before the release of Paint Desk Simulator so someone may get a free Steam key of P.D.S. as well as a headstart in being able to play Paint Desk Simulator.
Third, we will be starting to market this game on TikTok soon! Follow our account at Splat Games TikTok. On top of this, once we have the game in a playable state (working on order dialogue) we will try to get a few content creators on the scene!
Finally, I would like to thank you all again. All the Paint Slingers here are amazing. The support we have received has been overwhelming, to say the least. I am excited to see how you all perceive the game at launch!
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!
Highlights
Selection dimension indicator
At long last, we have a measurement tooltip that follows the cursor when you are designating an area, for example when painting burrows, stockpiles, or digging designations.
Choose mechanisms for linking
Have you ever needed to link a lever to a floodgate or bridge that will be holding back magma, and then been frustrated when you found you had no control over whether a magma-safe mechanism was chosen to make the link?
The mechanism linking dialog is now integrated with buildingplan, giving you quick filters for autoselecting a mechanism based on how much heat it will need to withstand or letting you choose a specific mechanism from your stock. This feature is available for linking both levers and pressure plates.
Burrows!
Burrows got a lot of attention in this release. In DF, burrows are useful for defining areas that limit:
where assigned units perform tasks
where civilians can go for protection during an emergency (using gui/civ-alert)
where woodcutters harvest (or clearcut) trees (using gui/autochop)
where squad members gather to defend against threats
but they can be a bit of a pain to work with. For example, setting up the burrow area across a multi-level fortress requires tedious box selection on every z-level. And when you have a 'Safe/Inside' burrow, it's difficult to remember to extend the burrow whenever you do some digging and expand your living area.
Also, if you have your units assigned to burrows for job purposes, it's also difficult to manage who is assigned where. Notably, if a unit dies while assigned to a burrow, you can't unassign that (dead) unit from the burrow and your count of assigned units will be inaccurate.
In light of all this, DFHack now provides a wide range of new burrow-related capabilities that should make them more fun and efficient to use.
Special thanks to Black-Talon for excellent suggestions and significant help with testing these features!
3D box select
First of all, the vanilla box select that was limited to painting a single z-level at a time is replaced with a 3D selection box that can paint a burrow across your fort's z-levels at once!
Flood fill
Second, if you double click on a tile, you'll get a handy flood fill. This means that if you double click on the floor inside of your fort, the selection will flood to your entire fort on that level. The selection will include the adjacent walls so they can be smoothed and engraved by units that are assigned to the burrow itself.
Hold down Shift when you double click and you'll allow the flood to expand across z-levels. You can define a burrow for your entire fort with one shift-double click! The flood stops at forbidden doors and closed bridges, so it won't include the caverns if you have them blocked off. If you do accidentally include the caverns, erase a boundary between your fort and the caverns and shift-double click on the cavern side to remove just the cavern tiles from your burrow, just like the bucket tool in a painting app.
Auto-expanding burrows
Third, you can set a burrow to auto-expand as you dig. If you name a burrow with a trailing plus symbol (+), like "Inside+", then as your miners dig, the burrow will automatically expand to include the newly exposed tiles. Make sure to include the surrounding walls in your original burrow designation so the auto expansion checks know which wall tiles to monitor.
Search filters
Fourth, there are updated unit search and filters for easier unit burrow assignment. The search widgets on the burrow assignment screen have gained the ability to filter by burrow membership, so you can easily add or remove one burrow's members when working with another burrow.
Supporting tools
There are also supporting tools that make burrows more useful. If you turn on dead-units-burrow in the gui/control-panel "Maintenance" tab, then units will automatically be removed from your burrows when they die. The quickfort blueprinting tool can now create new burrows and add tiles to existing ones. It can even register a burrow with gui/civ-alert or autochop, saving you some manual steps when you are laying down plans for your fortress. The Dreamfort set of quickfort blueprints takes advantage of this to set up more of your fort for you automatically.
Announcements
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.
Generated release notes
New Tools
burrow: (reinstated) automatically expand burrows as you dig
sync-windmills: synchronize or randomize movement of active windmills
trackstop: (reimplemented) integrated overlay for changing track stop and roller settings after construction
New Features
buildingplan: allow specific mechanisms to be selected when linking levers or pressure plates
burrow: integrated 3d box fill and 2d/3d flood fill extensions for burrow painting mode
fix/dead-units: gained ability to scrub dead units from burrow membership lists
gui/design: show selected dimensions next to the mouse cursor when designating with vanilla tools, for example when painting a burrow or designating digging
prospect: can now give you an estimate of resources from the embark screen. hover the mouse over a potential embark area and run prospect.
quickfort: new burrow blueprint mode for designating or manipulating burrows
sort: military and burrow membership filters for the burrow assignment screen
unforbid: now ignores worn and tattered items by default (X/XX), use -X to bypass
Fixes
RemoteServer: continue to accept connections as long as the listening socket is valid instead of closing the socket after the first disconnect
buildingplan: edit filter interface now uses ctrl-x to reset the filter to avoid conflict with increasing the filter's minimum quality (shift-x)
caravan: price of vermin swarms correctly adjusted down. a stack of 10000 bees is worth 10, not 10000
emigration: fix clearing of work details assigned to units that leave the fort
gui/unit-syndromes: show the syndrome names properly in the UI
sort: when filtering out already-established temples in the location assignment screen, also filter out the "No specific deity" option if a non-denominational temple has already been established
stockpiles: hide configure and help buttons when the overlay panel is minimized
tailor: fix crash on Linux where scanned unit is wearing damaged non-clothing (e.g. a crown)
Misc Improvements
buildingplan:
display how many items are available on the planner panel
make it easier to build single-tile staircases of any shape (up, down, or up/down)
dreamfort: "Inside+" and "Clearcutting" burrows now automatically created and managed
sort:
allow searching by profession on the squad assignment page
add search for places screens
add search for work animal assignment screen; allow filtering by miltary/squad/civilian/burrow
on the squad assignment screen, make effectiveness and potential ratings use the same scale so effectiveness is always less than or equal to potential for a given unit. this way you can also tell when units are approaching their maximum potential
new overlay on the animal assignment screen that shows how many work animals each visible unit already has assigned to them
warn-stranded: don't warn for units that are temporarily on unwalkable tiles (e.g. as they pass under a waterfall)
Removed
gui/control-panel:
removed always-on system services from the System tab: buildingplan, confirm, logistics, and overlay. The base services should not be turned off by the player. Individual confirmation prompts can be managed via gui/confirm, and overlays (including those for buildingplan and logistics) are managed on the control panel Overlays tab.
removed autolabor from the Fort and Autostart tabs. The tool does not function correctly with the new labor types, and is causing confusion. You can still enable autolabor from the commandline with enable autolabor if you understand and accept its limitations.
API
Buildings:: completebuild: used to link a newly created building into the world
Burrows:: setAssignedUnit: now properly handles inactive burrows
Gui:: getMousePos: now takes an optional allow_out_of_bounds parameter so coordinates can be returned for mouse positions outside of the game map (i.e. in the blank space around the map)
Gui:: revealInDwarfmodeMap: gained highlight parameter to control setting the tile highlight on the zoom target
Maps:: getWalkableGroup: get the walkability group of a tile
Units:: getReadableName: now returns the untranslated name
Lua
dfhack.buildings.completebuild: expose new module API
dfhack.gui.getMousePos: support new optional allow_out_of_bounds parameter
dfhack.gui.revealInDwarfmodeMap: gained highlight parameter to control setting the tile highlight on the zoom target
dfhack.maps.getWalkableGroup: get the walkability group of a tile
gui.FRAME_THIN: a panel frame suitable for floating tooltips
Structures
burrow: add new graphics mode texture and color fields