Mar 6, 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!
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.
Changelog
Fixes
  • gui/design: no longer comes up when Ctrl-D is pressed but other DFHack windows have focus
  • gui/notify: persist notification settings when toggled in the UI
Misc Improvements
  • gui/launcher: developer mode hotkey restored to Ctrl-D
  • sort: squad assignment overlay rewritten for compatiblity with new vanilla data structures and screen layouts
Removed
  • burrow: removed overlay 3D box select since it is now provided by the vanilla UI
  • sort: removed Search widgets for screens that now have vanilla search
API
  • Gui :: getWidget: retrieve a vanilla DF widget by name or index
Lua
  • dfhack.gui.getWidgetChildren: retrieve a list of child widgets for a given widget container
  • dfhack.gui.getWidget: retrieve a vanilla DF widget by hierarchy path, with each step specified by a widget name or index
>
Community Announcements - Marten_GOP


πŸŒŸπŸŽ‰ BIG NEWS! πŸŽ‰πŸŒŸ

πŸ™Œ Thank you for your feedback! πŸ™Œ

A huge shoutout to our incredible community for your invaluable feedback! πŸ™ŒYour voices have been heard, and we're thrilled to announce that we're expanding your opportunities to earn Daily Activity points and unlock even more rewards! 🎁πŸ’ͺ

Your engagement drives us to make your experience even better. Get ready to seize the day and maximize your rewards! πŸš€

-Your Governor of Poker 3 Team
World of Shooting - -=NE=-
Playing World of Shooting!
Testing new build!
Playing Assault Rifles

Where to Watch
1. In the community check Broadcasting
2. YouTube
3. Twitch
Town of Salem 2 - shapesifter13
Hey Townies!

We noticed some more bugs, so here is another small patch to address them.

Improvements
β€’ Improved the art of the Tome of Fate when open.

Bug Fixes
β€’ Fixed some issues with Tome of Fate showing what your next level will give, or what your next tier will give when it did not make sense to show.
β€’ Removed the owned count from the Town Point purchase confirm window.
β€’ Fixed an issue that caused a small amount of people to overlevel when near a tier upgrade.
Bingo VR - babarogallc
Included additional controller support
Slave Zero X - Poppy Works
Tell us about yourself!
Hi, I am James Greenwood and I'm from Tampa, Florida. My background is in commercial art and higher education, being a graphic design instructor/department chair for many years, as well as working in the advertising industry. My industry medium of choice is Trenchbroom, a cross platform level editor for Quake-engine based games; however, my earlier artistic focus was in drawing & stone lithography. I am the lead level designer on Slave Zero X.

How did you get started working on Slave Zero X or for Poppy Works?

I noticed a recruitment post in the Quake Mapping Discord & applied. At the time, I was employed with another company in a part-time, paid-upon-completion, basis & it seemed like an exciting opportunity. Luckily, the company where I was employed was extremely understanding and supported my decision to venture elsewhere. My experience in the industry has been very positive, with folks that I have been quite professional.

What sparked your interest to work on Slave Zero X?

Probably the thing that sparked my interest was the project itself, which was extremely intriguing: using the tools of a 3-D first person shooter (FPS) to create a hack-and-slash, traditional 2-D side-scrolling type of game (albeit with real depth of field, instead of employing normal, old-school parallax scrolling) and then porting those 3-D maps into a very established, typically 2-D, cross-platform game engine. I mean, who the heck thinks of doing that in the first place? Talk about venturing into "undiscovered territory" :)

Seriously, the challenge of mapping "in profile," rather than "in the eyes of the protagonist," sounded like a fun challenge & something new and interesting (and it was).

What do you enjoy most about working on Slave Zero X?

Probably the support and camaraderie is what I enjoyed most about working on Slave Zero X. Everyone on the team was quite enthusiastic to contribute to the cohesive vision that was established at the very beginning, to create an interesting prequel to the 1999 fan favorite.


How would you describe the world of Slave Zero X? How did that World influence the art style?

Slave Zero X is a world of grimy, cyberpunk goodness & "bioengineered meat circuitry." The result of which creates the environment of a dystopian futuristic setting coupled with creepy, high-tech viscera. It's kind of like an unholy marriage between Syd Mead & H.R. Giger.

What has been a challenge you over came working on Slave Zero X? An art piece you wrestled with? The pipeline? Or whatever comes to mind.


Probably the biggest challenge has been purely technical. Quake, being the first true 3-D FPS game, was never really known for incorporating a glut of intricate external models. The bulk of its environment was built via lovely, chunky geometry in the editor. However, trying to incorporate lots of visceral imagery & complex curves is not really something that is easily accomplished in Quake without said external models. Luckily, the coding geniuses at Poppy Works were able to tackle it without issue!

What skill has helped you most on this project?


Undoubtedly, the years of working in custom Quake content has helped me understand the advantages and limitations when it comes to brush-based world building. Of course, Slave Zero X isn't exactly Quake, since it uses an entirely different engine; however, having a prior knowledge of "what works & works well" helps immensely in this scenario too!

Poppy Works has been completely work-from-home since 2012. They are a global company in the sense that they hire any one qualified from all over the world. What has it been like working with such a diverse group of people?

Working with a very eclectic staff, with folks from the all over the globe, is wonderful. You get a really robust mixture of input, due to people's varied background and culture, while still keeping the unified vision of the project, due to the influence of western entertainment.


Tell us something fun about working with the Slave Zero X team, a funny moment, something special that stands out to you about the team, or something you would like the world to know about this experience.

Probably what I thought was brilliant about working with the Slave Zero X team was how the management quickly spotted an individual's strength and maneuvered them into positions where they flourished. For example, if someone might be more particularly skilled in detailing or texturing, then they could have a focus in a that, where they could excel.

What has been your favorite piece to work on?

That's a tough one, since it all has been rather interesting. Maybe the concept of the "Bloody Palace" levels, since they are loosely based on some of my favorite action movies of the 80s. I was given a bit more freedom on those.

Was anything cut from the project you wish had stayed in?

No, I cannot recall anything that was cut that was cool. However, I might have been focused on the maps & might've missed something :)

How did you get started in this industry? Any suggestions for up and coming artists who would like your job?

I got started in the industry from the result of being a prolific custom Quake mapper. I always wanted to create my very own FPS environments & it was simply a decision of going the route of Doom Builder (for custom Doom maps) or Trenchbroom (for custom Quake maps). A fellow custom Quake mapper, who happened to work in the industry, noticed how active I was in the Quake mapping community. They reached out & informed of an opportunity over at the company where they were employed and the rest is history.

My suggestion for up and coming artists is to simply produce content, gather feedback from as many fellow enthusiasts as possible, and continue to refine your efforts. I think that one of the biggest hurdles that mappers face is that they hardly release any content, in fear of public scrutiny. Like most things in life, practice makes perfect!

Final thoughts?

I enjoyed my experience with Poppy Works & Slave Zero X. The folks working there were supportive and enthusiastic, things were efficiently ran & organized, and the overall vision of the project was quite cohesive and never was compromised.
Fly Corp - Resident007
We're proud to present to you the long-awaited update that adds Ladder Mode and upgrades for your transport network!



It's united with the Free Mode and is divided into many levels (steps). The initial territory of each level is chosen randomly, so you'll have to visit different parts of the globe. The task of the first level is to earn some money and unlock just one territory. In the second level, you will have to unlock two territories, and so on.

In the end of each level, you will be able to choose what to upgrade: capacity of planes or airports, amount of money when starting the level or something else. All upgrades are applied to both Ladder Mode and general Free Mode.

The competition for a place in the top of leaderboard of the Ladder mode has begun!

Try the update and write us your opinion! If there are many requests, we can also add Ladder Mode to the β€œDiscover the World” mode.

In order not to miss anything important, keep an eye on our socials (our Discord server - http://discord.gg/invite/9eHyYap) and subscribe to our page on Steam - https://store.steampowered.com/developer/kishmish.
Idle Champions of the Forgotten Realms - ChaoticEye
Unlock The Dark Urge and Dhadius during Festival of Fools from March 6-27.

Check out the blog post for more info on Festival of Fools: https://codenameentertainment.com/?page=idle_champions&post_id=1647#blog
Iconia Defenders - Anawim Studios
Ey everybody, welcome to Iconia Defenders 1st announcement, I hope you all are having a great week!

Before going further, we want to thank you all for reaching this post, and even more if you wishlisted the game. That means a lot for us. And it is a great source of motivation!

We have a couple things to share, one is to showcase our development roadmap for the upcoming months, which you can see in the following picture:



As you can see, it is not a complete end-to-end roadmap, but rather a near-future roadmap. We are right at the beginning, finishing up the details for the core gameplay. Like enemies, drawing cards for gold, the 6 primary tower types, the endless wave system, and ensuring everything works as smooth as possible.

We've got portals! At the beginning of each wave, a new set of portals is opened in the world, creeps will begin to appear once the preparation time finishes. You don't know the order nor how many enemies will come from those places, but you do know where they are going! So take advantage of that! There are 2 types of paths, which will let you know if there are flying or ground enemies coming out from them.



And talking about enemies, we have just finished the flying creeps system. Starting with bats, flying creeps will go through your defenses directly to the your base, and it is your duty to prepare your defenses to kill these creatures, and be sure they won't get distracted with the ground ones! Take a look at the next gif to see the bats in action. They may look cute and small, but as you advance through the waves, new and ferocious creatures will start to appear in the battlefield.



Before the flying creeps attack, you will see a path of feathers coming from the portal to the base to indicate where they are coming from. if you don't see the feathers, then you can rest assured you won't see any flying creature, at least on the current wave.



And that's it for this announcement, there is still a lot of work to do, and as mentioned before, the roadmap doesn't display all of the things we are working on. For example, we are also working in many designs for the upcoming features, and setting up the translation system. Anyways it does show what is coming and where we are.

If you have any question or feedback, leave a comment! I would love to read it!

Thanks again for reading,
Rodrigo Soria - Anawim Studios.
Minesweeper Collector 2 - Minesweeper: Collector
β€Ό If the game freeze, please email me at itetra2d@gmail.com or social network, as you prefer.

For the last few weeks, I've been doing nothing but the editor to allow players to create and share their levels!
I made 5 of my own levels (you can edit them) to show the current capabilities of the editor.
There's no tutorial yet, but I'm sure you'll have no trouble figuring out how everything works.

I've created a special topic for the editor here https://steamcommunity.com/app/2671210/discussions/0/4298194451988215452/



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