Schmaragon Playtest - mogadishu
Improvement patch.
Forts - [DEV] Blammo



G'day Forts fans!

Congratulations to team Boat Cannoneers, winners of Tournament XXVII!

EtaN, Taichu, and Tar set sail and dominated the High Seas with their offensive and defensive prowess. They did not emerge unscathed though, with both BOGships and MotoPinderCircus taking them to sudden death in their best of 3's.


Eagle Eye's AA miniguns can't help now, will this Orbital strike home?



In second, team MotoPinderCircus were not content to play it safe. Gusteagle, Karaba, and pile rouillée showed absolute commitment with several high risk, high reward strategies. Producing one of the most memorable first strikes ever seen in tournament Forts.


2:15 into the match, Team MotoPinderCircus introducing Team Green Leaf to Mortar o'clock




And in 3rd place, team Green Leaf skillfully employing proven strategies and consistently making deep runs in tournaments. How much longer can the veterans fend them off before they claim their first title?



Team Green Leaf's Deckguns doing the talking



1st Place - $150 in Steam Gift cards

Boat Cannoneers
  • EtaN
  • Tar
  • Taichu
2nd Place - $75 in Steam Gift cards

MotoPinderCircus
  • Gusteagle
  • Karaba
  • pile rouillée
3rd Place - $30 in Steam Gift cards

Green Leaf
  • Dranistian
  • Robostos
  • Vykro
Prizes split equally between teammates

Challengermode Bracket
Tournament XXVII Bracket

Replays & VODs

Thank you to hosts and casters Project Incursus, Salzwerk, and GoldSpammer

Tournament replays will soon be available in the Featured tab of the Replays menu in-game, and tournament videos are available below.





German cast with Salzwerk and GoldSpammer


Make Sure To Join Our Discord

If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.


Cheers,
EWG
Robber Knight - Sartorian
Welcome

Hope you are all well.

After reading through all of your feedback.
We have understood that we have to approach things differently.

We have three groups in our community

1.Builders
2.Fighters
3.Mix of both

Making everyone happy with one game seems impossible.

The fighters want to just grab a sword and go smash some things, maybe later make some decisions how many taxes to put on the villages they conquered.
And the builders would like to have even 100 more building options or 1000 more items, some even don't want to fight at all.

We could choose one group of you over the other (Fighters over builders or the other way around).
But we have decided to meet your expectations, and we have found, what we believe to be a perfect solution.

We will make two separate campaigns/game mods.
It will take some time of course.
But it is the only way to move forward and don't make a total mess of everything.

What we have now - will be further developed as the economy campaign or so-called free play.

And for the fighting guys

We will prepare a Raubritter/Military campaign where the action will be much faster, resources will be grouped.
The village will sort of manage itself, you will have to focus on making important decisions and fighting.


So everyone will lead the medieval life he wants too.
I hope this will satisfy both groups. I am posting the renewed Roadmap.

Also fill out this form please, so we craft a game that you will like.
https://forms.gle/1izmD9VsK2CqNSzy6




My saves work but It always a good idea to start a new game after a patch, to make sure all new things work properly.

patch 0.67 – 25.01.2024
- Bandits, pagans, raubritter on map respawn now
- New behaviors and animations for the enemies
- Fixed health and damage for the enemies, so be careful the plate knights are really hard now.
- Warriors levels give more hp and additional damage (works on new games)
- Your melee attacks and blocks take stamina now
- When you don't have enough stamina, it is indicated with a sigh
- Bandits talk and make various sounds.
- Fixed human rag doll
- Health regeneration – hits in after 30 seconds from last damage
- Dynamic icons' system, reminding you of the controls (dynamic means they change when you change your keybindings)
- Crossbow and Bow – changed anims for reload and shoot. (still needs little tweaks)
- Players Strong attacks
- Perfect block, stunning the enemy
- New slots in equipment for bolts and arrows
- Arrows and bolt types (the additional damage is counted but not yet shown)
- Different types of damage
- Visual effect on Fire arrow
- Charge level for bows. The longer, the stronger DMG. The arrows still fly the same distance for now.
- Caravans in formations (pair, wedge, square)
- Caravans move smoothly through the entire road
- 2 new technologies in school: Sharpening, Special arrows
- The enemy will now stop chasing you, if you run away for a certain distance from him. Not after a certain distance.
- AI Special attack
- Wooden sword for training, craftable in the Carpenter




We have added a lot of small improvements to the game, but it is absolutely not the final state of the combat.
We are aiming for chivarly2 combat style adjusted to playing vs NPCs


I also want to thank once again all of you who support us.
Your kind words are very important for us, they give us strength to push on.

Thank you!
All the best in the new year!
No Love Lost - slowlywanderingx
Incoming Transmission

NO LOVE LOST is in for an exciting start to 2024!! Looking to catch up on where we're at in development or play the game!? NOW'S THE TIME RAIDERS!! NO LOVE LOST is participating in two big local events and they're coming up fast!

DEMO NIGHTS 2024: Join us on February 3rd as we present NO LOVE LOST for Demo Nights, a very cool event where La Guilde du jeu vidéo du Québec and Loto Québec give local devs the opportunity to show their upcoming games during a livestream on the official Loto Québec Twitch channel! (More details to come soon!)



GAMES FROM QUEBEC STEAM SALE: Running from January 29th to February 5th, the Games From Quebec Steam Sale is a celebration of hundreds of locally made games from the province. Looking to try NO LOVE LOST?! Here’s your chance!! Throughout the sale, NO LOVE LOST will have FREE DEMO for you to try out!



Enjoyed your raids?! Show your support by adding NO LOVE LOST to your wishlist on Steam — it helps a ton! :)

Hope to see you all on the surface soon --

Happy hunting Raiders!

Discord / Youtube / r/NOLOVELOSTGAME / Twitch /
Feedback and Suggestions
Jan 25, 2024
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!
Highlights
The end-of-year holidays have brought a surge of DFHack development! There are many new features and tools to play with. In order to keep these highlights to a reasonable length, we can't even go through them all in detail -- see the Changelog section for a full list.
Be master of your domain with gui/embark-anywhere


By popular request, you can now ask Armok to allow you to embark wherever you please!

If you run gui/embark-anywhere when you’re choosing a site for embark, you can bypass any warnings the game gives you about potential embark locations. Want to embark in an inaccessible location on top of a mountain range? Go for it! Want to try a brief existence in the middle of the ocean? Nobody can stop you! Want to tempt fate by embarking inside of a necromancer tower? !!FUN!!

Any and all consequences of embarking in strange locations are up to you to handle (possibly with other armok tools).

The DFHack logo isn't shown on the embark screen (since it would cover the vanilla embark size adjustment widgets), but DFHack hotkeys still work, so you can still bring up the logo menu with Ctrl-Shift-C. There is also a convenience hotkey for running gui/embark-anywhere directly: Ctrl-A, which is only active when on the site choosing screen.

Note that this command (and its hotkey) will not be shown for those who have DFHack's "Mortal Mode" enabled in the gui/control-panel Preferences tab.


Bulk item management


The new item commandline tool allows you to filter items in you fort by various properties (item type, material, wear-level, quality, etc.), and perform bulk operations like forbid, dump, melt, and their inverses. With one command, you can hide all boulders that are not in stockpiles, or mark all metal items that are less than masterwork quality for melting!

This tool also provides the underlying logic for a planned (but not yet written) GUI-based item management screen.




Squad equipment assignment fixing tool


When you look at your squad equipment, there will be a new button that says "Detect conflicts". This will bring up a report of squad equipment issues, like:
  • squad members assigned to labors that cause issues with military uniforms: mining, hunting, and tree chopping
  • a single piece of equipment assigned to multiple squad members
  • citizens retaining squad membership (and equipment configuration) from previous forts (this can happen with migrants from forts that you have retired)
There's a button at the top of the report that attempts to fix all the problems. It will remove assignments for conflicting gear or will force your dwarves to drop what they have so they can pick it up in the correct order. Remember to click "Update equipment" after running the fixer so that new equipment gets assigned to units that need it.

It may take a few tries (give your dwarves some time to go get their new gear before you try again), but your forever-yellow equipment icons should finally turn green!


Visualize biome boundaries with gui/biomes


If you have embarked at the intersection of two or more biomes, you may have trouble finding a place for your farm plots so that you can grow the crops you want. gui/biomes can show you where the boundaries are, and will also give you information about the biomes themselves, such as their savagery rating.


Bulk building management with gui/mass-remove


gui/mass-remove has been around for a while, but has received a significant overhaul. You can box select a region and schedule all buildings, constructions, stockpiles, and/or zones for removal. Planned and fully built buildings/constructions can be selected independently. No need to rage quit if you accidentally plan a solid block of 400 walls instead of flooring! Clear it all away in a few clicks!

It can easily cancel removal of buildings or constructions that you have marked for removal as well.

Bring it up when on the main map with the Ctrl-M hotkey.


Auto-restore difficulty settings and standing orders for new embarks


Do you find yourself having to remember to go turn corpse hauling off for your dear, bearded, impressionable children? Now, you can set it once, export, and have your settings automatically restored when you start a new embark. It's seamless, and is a huge time-saver for people with highly customized settings!

Both difficulty settings (in the pre-embark setup screen or the Settings screen when a fort is loaded) and standing orders (Labor -> Standing orders) can be saved and restored independently. When on those configuration screens, look for a DFHack overlay toggle where you can enable auto-restore for new embarks.


Announcements
DFHack control panel changes


The DFHack gui/control-panel interface received a significant overhaul. Tools are now categorized into subtabs, gathering the automation, bugfix, and gameplay tools into sublists. The file format for storing control panel configuration has changed as well. When you load this release of DFHack, your previous control panel settings will be seamlessly migrated to the new format. Other than the layout changes, which should make the tools you want easier to find, the primary behavior change is that some things that were only configured globally (like the tools on the now-gone "Maintenance" tab) are now configurable per-fort. There is also more information about what things are and what they do. For example, each overlay now has a short description.
Plugin ABI version bump
If you are developing an external plugin for DFHack, be aware that the plugin binary interface (ABI) has changed in this version to support the new site-local persistence model. See changes to the sample code in https://github.com/DFHack/dfhack/tree/develop/plugins/examples for details. Any external plugins that target DF 50.11 will need to be recompiled against DFHack 50.11-r5 sources.
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.
Changelog
New Tools
  • control-panel: new commandline interface for control panel functions
  • gui/biomes: visualize and inspect biome regions on the map
  • gui/embark-anywhere:
    • new keybinding (active when choosing an embark site): Ctrl-A
    • bypass those pesky warnings and embark anywhere you want to
  • gui/reveal: temporarily unhide terrain and then automatically hide it again when you're ready to unpause
  • gui/teleport: mouse-driven interface for selecting and teleporting units
  • item: perform bulk operations on groups of items.
  • uniform-unstick: (reinstated) force squad members to drop items that they picked up in the wrong order so they can get everything equipped properly
New Features
  • gui/mass-remove: new global keybinding: Ctrl-M while on the fort map
  • gui/settings-manager: save and load embark difficulty settings and standing orders; options for auto-load on new embark
  • sort: search and sort for the "choose unit to elevate to the barony" screen. units are sorted by the number of item preferences they have and the units are annotated with the items that they have preferences for
  • uniform-unstick: add overlay to the squad equipment screen to show a equipment conflict report and give you a one-click button to (attempt to) fix
  • zone: add button to location details page for retiring unused locations
Fixes
  • DFHack tabs (e.g. in gui/control-panel) are now rendered correctly when there are certain vanilla screen elements behind them
  • Dreamfort: fix holes in the "Inside+" burrow on the farming level (burrow autoexpand is interrupted by the pre-dug miasma vents to the surface)
  • When passing map movement keys through to the map from DFHack tool windows, also pass fast z movements (shift-scroll by default)
  • ban-cooking: fix banning creature alcohols resulting in error
  • buildingplan:
    • when you save a game and load it again, newly planned buildings are now correctly placed in line after existing planned buildings of the same type
    • treat items in wheelbarrows as unavailable, just as vanilla DF does. Make sure the fix/empty-wheelbarrows fix is enabled so those items aren't permanently unavailable!
    • show correct number of materials required when laying down areas of constructions and some of those constructions are on invalid tiles
  • caravan: ensure items are marked for trade when the move trade goods dialog is closed even when they were selected and then the list filters were changed such that the items were no longer actively shown
  • confirm: properly detect clicks on the remove zone button even when the unit selection screen is also open (e.g. the vanilla assign animal to pasture panel)
  • empty-bin: now correctly sends ammunition in carried quivers to the tile underneath the unit instead of teleporting them to an invalid (or possibly just far away) location
  • fastdwarf:
    • prevent units from teleporting to inaccessible areas when in teledwarf mode
    • allow units to meander and satisfy needs when they have no current job and teledwarf mode is enabled
  • getplants: fix crash when processing mod-added plants with invalid materials
  • gui/design:
    • fix incorrect highlight when box selecting area in ASCII mode
    • fix incorrect dimensions being shown when you're placing a stockpile, but a start coordinate hasn't been selected yet
  • misery: fix error when changing the misery factor
  • quickfort: if a blueprint specifies an up/down stair, but the tile the blueprint is applied to cannot make an up stair (e.g. it has already been dug out), still designate a down stair if possible
  • reveal: now avoids revealing blocks that contain divine treasures, encased horrors, and deep vein hollows (so the surprise triggers are not triggered prematurely)
  • sort:
    • fix mouse clicks falling through the squad assignment overlay panel when clicking on the panel but not on a clickable widget
    • fix potential crash when removing jobs directly from the Tasks info screen
  • source: water and magma sources and sinks now persist with fort across saves and loads
  • stonesense: fix crash in cleanup code after mega screenshot (Ctrl-F5) completes; however, the mega screenshot will still make stonesense unresponsive. close and open the stonesense window to continue using it.
  • suspendmanager: correctly handle building collisions with smoothing designations when the building is on the edge of the map
  • warn-stranded: don't warn for citizens who are only transiently stranded, like those on stepladders gathering plants or digging themselves out of a hole
  • Maps::getBiomeType, Maps::getBiomeTypeWithRef: fix identification of tropical oceans
Misc Improvements
  • Dreamfort: put more chairs adjacent to each other to make the tavern more "social"
  • The "PAUSE FORCED" badge will blink briefly to draw attention if the player attempts to unpause when a DFHack tool window requires the game to be paused
  • wherever units are listed in DFHack tools, properties like "agitated" or (-trained-) are now shown
  • autochop: better error output when target burrows are not specified on the commandline
  • autoclothing : now does not consider worn (x) clothing as usable/available; reduces overproduction when using tailor at same time
  • buildingplan: add option for preventing constructions from being planned on top of existing constructions (e.g. don't build floors on top of floors)
  • burrow: flood fill now requires an explicit toggle before it is enabled to help prevent accidental flood fills
  • confirm:
    • updated confirmation dialogs to use clickable widgets and draggable windows
    • added confirmation prompt for right clicking out of the trade agreement screen (so your trade agreement selections aren't lost)
    • added confirmation prompts for irreversible actions on the trade screen
    • added confirmation prompt for deleting a uniform
    • added confirmation prompt for convicting a criminal
    • added confirmation prompt for re-running the embark site finder
    • added confirmation prompt for reassigning or clearing zoom hotkeys
    • added confirmation prompt for exiting the uniform customization page without saving
  • fastdwarf: now saves its state with the fort
  • fix/stuck-instruments: now handles instruments that are left in the "in job" state but that don't have any actual jobs associated with them
  • gui/autobutcher: interface redesigned to better support mouse control
  • gui/control-panel:
    • reduce frequency for warn-stranded check to once every 2 days
    • tools are now organized by type: automation, bugfix, and gameplay
  • gui/launcher:
    • now persists the most recent 32KB of command output even if you close it and bring it back up
    • make autocomplete case insensitive
  • gui/mass-remove:
    • can now differentiate planned constructions, stockpiles, and regular buildings
    • can now remove zones
    • can now cancel removal for buildings and constructions
  • gui/quickcmd: clickable buttons for command add/remove/edit operations
  • orders: reduce prepared meal target and raise booze target in basic importable orders in the orders library
  • sort:
    • add "Toggle all filters" hotkey button to the squad assignment panel
    • rename "Weak mental fortitude" filter to "Dislikes combat", which should be more understandable
  • uniform-unstick: warn if a unit belongs to a squad from a different site (can happen with migrants from previous forts)
  • warn-stranded: center the screen on the unit when you select one in the list
  • work-now: now saves its enabled status with the fort
  • zone:
    • add include/only/exclude filter for juveniles to the pasture/pit/cage/restraint assignment screen
    • show geld status and custom profession (if set, it's the lower editable line in creature description) in pasture/pit/cage/restraint assignment screen
Removed
  • channel-safely: (temporarily) removed due to stability issues with the underlying DF API
  • persist-table: replaced by new dfhack.persistent API
API
  • New plugin API for saving and loading persistent data. See plugins/examples/skeleton.cpp and plugins/examples/persistent_per_save_example.cpp for details
  • Plugin ABI (binary interface) version bump! Any external plugins must be recompiled against this version of DFHack source code in order to load.
  • capitalize_string_words: new MiscUtils function, returns string with all words capitalized
  • Constructions::designateRemove: no longer designates the non-removable "pseudo" construtions that represent the top of walls
  • grab_token_string_pos: new MiscUtils function, used for parsing tokens
  • Items: add item melting logic canMelt(item), markForMelting(item), and cancelMelting(item)
  • Persistence:
    • persistent keys are now namespaced by an entity_id (e.g. a player fort site ID)
    • data is now stored one file per entity ID (plus one for the global world) in the DF savegame directory
  • random_index, vector_get_random: new MiscUtils functions, for getting a random entry in a vector
  • Units.isDanger: now returns true for agitated wildlife
  • World:
    • GetCurrentSiteId() returns the loaded fort site ID (or -1 if no site is loaded)
    • IsSiteLoaded() check to detect if a site (e.g. a player fort) is active (as opposed to the world or a map)
    • AddPersistentData and related functions replaced with AddPersistentSiteData and AddPersistentWorldData equivalents
Lua
  • dfhack.capitalizeStringWords: new function, returns string with all words capitalized
  • dfhack.isSiteLoaded: returns whether a site (e.g. a player fort) is loaded
  • dfhack.items: access to canMelt(item), markForMelting(item), and cancelMelting(item) from Items module
  • dfhack.persistent: new, table-driven API for easier world- and site-associated persistent storage. See the Lua API docs for details.
  • dfhack.world.getCurrentSite: returns the df.world_site instance of the currently loaded fort
  • widgets.Divider: linear divider to split an existing frame; configurable T-junction edges and frame style matching
Structures
  • alert_button_announcement_id: now int32_t vector (contains report ids)
  • announcement_alertst: defined
  • announcement_alert_type: enum defined
  • announcement_type: added alert_type enum attribute
  • feature_init_flags: more enum values defined
  • markup_text_boxst: updated based on information from Bay12
  • markup_text_linkst, markup_text_wordst, script_environmentst: defined
  • occupation: realigned
  • plotinfost: unk23c8_flags renamed to flags, updated based on information from Bay12
  • service_orderst: type defined
  • service_order_type: enum defined
  • soundst: defined
  • viewscreen_choose_start_sitest: fix structure of warning flags -- convert series of bools to a proper bitmask
  • world_raws: unk_v50_1, unk_v50_2, unk_v50_3 renamed to text_set, music, sound
Documentation
  • DFHack developer's guide updated, with refreshed architectural-diagrams
  • UTF-8 text in tool docs is now properly displayed in-game in gui/launcher (assuming that it can be converted to cp-437)
  • installing: Add installation instructions for wineskin on Mac
  • modding-guide: Add examples for script-only and blueprint-only mods that you can upload to DF's Steam Workshop
Nienix: Cosmic Warfare - holm.computing
Version 1.067
🎯 [Disable popups] You can now prevent popups from being shown by pressing (default) left control/right bumper.
🎯 [Procs] Area-of-effect buffs (e.g., increased resistance or warp plasma regeneration) from on-hit and on-kill procs are now spawned at the location of the caster instead of at the location of the hit/destroyed target. Debuffs are spawned on the target.
🎯 [Bug fix] Fixed a race condition that on very rare occasions could cause frame drops.


Engineer Alpha - aaronworcester
Version 0.7 got it's first development build last week and while things with it are certainly not perfect it is mostly functional. A new build will hopefully becoming out tomorrow that will include freight containers, assuming I can get a few more bugs fixed, as well as dynamite that you can place or throw. There are still a few more features that will be added to 0.7 in the coming weeks as it approaches its final release form so be on the lookout. There are of course bugs also and if you find them please submit them here on steam or in the official Discord.

I have created an official Patreon page for Engineer Alpha. If you are generous and you want to see Engineer Alpha developed further think about supporting it. It means a lot and will really help keep development going, Making an entire video game is a lot of work and I do need to eat at some point each month. You will also get access to some exclusive content only available to members I am not entirely sure what that will be yet but it will likely include more behind the scenes kind of things and likely some polls to vote on upcoming content.

You can check it out here: https://patreon.com/EngineerAlpha

In addition I will also be doing an AMA for anyone who is interested on February 24, 2024 at 3pm EST in the Engineer Alpha Discord. I will be answering any questions you have regarding; The game, its development, general game development, my favorite ice cream flavor, whatever. I will of course not answer anything hyper-personal or NSFW. I hope you can join me it should be a good time hopefully lasting about 2 hours or so. I will of course make several more reminders for you here and other places incase you forget.
No Love Lost Playtest - slowlywanderingx
Incoming Transmission

NO LOVE LOST is in for an exciting start to 2024!! Looking to catch up on where we're at in development or play the game!? NOW'S THE TIME RAIDERS!! NO LOVE LOST is participating in two big local events and they're coming up fast!

DEMO NIGHTS 2024: Join us on February 3rd as we present NO LOVE LOST for Demo Nights, a very cool event where La Guilde du jeu vidéo du Québec and Loto Québec give local devs the opportunity to show their upcoming games during a livestream on the official Loto Québec Twitch channel! (More details to come soon!)



GAMES FROM QUEBEC STEAM SALE: Running from January 29th to February 5th, the Games From Quebec Steam Sale is a celebration of hundreds of locally made games from the province. Looking to try NO LOVE LOST?! Here’s your chance!! Throughout the sale, NO LOVE LOST will have FREE DEMO for you to try out!



Enjoyed your raids?! Show your support by adding NO LOVE LOST to your wishlist on Steam — it helps a ton! :)

Hope to see you all on the surface soon --

Happy hunting Raiders!

Discord / Youtube / r/NOLOVELOSTGAME / Twitch /
Feedback and Suggestions
Path to Prosperity - Essence Games

Hi everyone,
I will just give a brief update on various little improvements today, with a longer update planned for the weekend.

First of all, I have implemented the mechanic of fields only being placeable in certain areas. For now, this means that fields won't be placeable in the desert anymore (which seems fairly straightforward), but as I mentioned, there may be more restrictions (or bonuses) in the future.

Additionally, I have started to create models for the missing watchtowers. These will be fairly quick placeholders to be replaced in the future, but will fit in with the current models for gatherer’s hut, barracks, etc. I will be talking about the towers a little more this weekend.

Until then!
Jan 25, 2024
Love Birds - Monkey Love inc
GAMEPLAY

YOU SELECT YOUR BOTS SKILLS
CATS DROP LOOT BEFORE DESPAWN

ENEMIES

ADDED SORCERERS TO THE ARCTIC
NERFED WINDIGO AND POLAR BEAR
NERFED HEROIN & COWBOY KITTY

WEAPONS

BUFFED BOMB SPEAR

BUILDINGS

WIDENED BIRDBATH HEAL DISTANCE

GRAPHICS

CATS CHOPPED SOME LOGS

UI

UPDATED STEAM SCREENSHOTS

FIXED BUGS

FIXED PYRAMID SPAWNS
FIXED MENU WHEN GAME IS OVER
FIXED FROG NOT KILLING PLAYER
...