Thank you for your feedback on the game! Due to numerous player complaints, it has been decided to significantly reduce the number of orbs appearing on the screen.
These changes will take place in the next patch, which will be released as soon as possible.
I also ask you to stop review-bombing the game solely because of its difficulty, as I am working to address this issue and make it more accessible. Thank you!
- interacting with the gold trophy in the statistics room unlocks cheats (pressing the reset button resets this): Hitting L on a level will bring you to the next level (WARNING: Experimental, do not attempt to access a level beyond your chosen difficulty), there will also appear three buttons on the whiteboard in the trophy room to unlock all items from each level
- level three's enemies' animations needed to be adjusted slightly, they will now stand still if you are unreachable
- changed the how to play menu slightly, added cheat button etc.
We are back with another patch for Adventure Mode! The most notable update this time is the quest log and information screen which will help with keeping track of all the events in-game. We also have tons of new sprites for flowers, fruits and leaves for the over 180 different plant and tree species. And finally, we have baby sprites for dwarves! No more confusion about whether red-clothed adult dwarves are actually children.
Tarn has been busy with an international move but things should be settling soon and the patches should appear more frequently. Thank you for your patience through these major life events on the dev team! We’ve also created a new FAQ, specifically addressing the most common comments and questions we’ve been seeing on Steam. We’ve done a few of these community FAQs in the past but this one will be focused on Adventure Mode development and how things work behind the scenes.
Babies in the trade depot!
Patch Notes for Beta 20
Quest log and information screen in adventure mode
Child and baby pictures for dwarves
Many new fruit, flower, leaf pictures
Updated dwarf clothing images
Made good/bad thoughts about tombs work
Fixed error with experiment portrait mandibles
All of the legumes and their flowers
It's quite possible you will run into problems with hair and clothing colors etc. so we still have some adjustments to make on that front.
In case you missed it, we uploaded a new devlog by Tarn on Youtube where he highlights some of the biggest features that have made their way to Adventure mode and which ones are still left to do.
FAQ
How is Kitfox Games involved with Dwarf Fortress development?
Kitfox gets the game on Steam, helps with promotion, and handles the money side of things. Technically the artists, audio folks, and programmer working on Dwarf Fortress are contracted through Kitfox, but are managed by Bay 12. Kitfox does not directly assist in the game’s development in any way, other than occasional playtesting or coordination. Tarn and Zach are the creators of Dwarf Fortress, and we want to preserve and protect their vision.
Besides, even if we wanted to send our programmers to help with Dwarf Fortress, they wouldn’t be able to help due to the nature of the game’s uniquely built codebase. Our job is to help Tarn and Zach grow Dwarf Fortress to fruition on their own terms. We take care of as many distractions and relieve as much stress as we can. It is not our role to tell Tarn how to work on his game. We do not force deadlines on him. We do not have shareholders to persuade.
We believe this is the only way to sustain Dwarf Fortress development in a healthy way that will allow Tarn and Zach to work the way they want to on the game, ideally for the rest of all our lives.
The game released in 2022 and is selling well. Why are updates so slow?
We can’t and won’t hire a bunch of programmers to make updates go faster, even if it is a huge project. So far, we’ve added exactly 1 programmer to the team (Putnam), who was selected based on extensive pre-existing understanding of the codebase and a relationship with Tarn. Dwarf Fortress is the single most complex simulation ever created, mostly by one programmer, and it was started in 2006. Work on this labor of love is necessarily based in trust. We are optimizing to make the best game, according to Tarn’s vision, no matter how long it takes, rather than trying to optimize for speed.
Modders have the freedom to move fast and break things, and we’ll continue to support them. This is a lifetime project. This is not a game that will ever be “finished”, but our pace is focused in the long-term. Updates will come slowly but steadily “forever”.
Selling the game on Steam does not change the way that Tarn and Zach will continue to develop. Dwarf Fortress is not like any other game on OR off Steam, and was far ahead of its time, partially because of its unique development approach. We know it can be frustrating to wait, but we will not interfere just because some fans are impatient.
Why aren’t there any updates to Fortress Mode right now when it’s the main game mode?
Many of the fixes going into Adventure Mode will improve Fortress Mode, but you’re right that the time between improvements for Fortress Mode are longer right now. Adventure Mode has been important to Dwarf Fortress for a very long time, and has its own cult following of fans who prefer its playstyle, as well as the interplay between the two modes. Tarn has to focus on completing the beta before returning to regular development. Putnam is continuing to develop other features and fix bugs, but there’s a lifetime of work to do.
How are updates going to work when Adventure mode is complete? What are the next updates after Adventure Mode is complete?
After Adventure Mode leaves beta, development of both modes can proceed in parallel. Fortress Mode and Adventure Mode rest on the same world simulation, so updates are often shared, but each mode has its quirks and special features and we'll be improving them both. You can expect Fortress Mode to be made more rich with each major update, which will be more regular than in years past, rather than waiting for literal years to get giant sweeping changes. We're looking forward to it!
Why isn’t (this known bug from 8 years ago) fixed by now?
Sometimes it’s hard to fix, sometimes it’s just not impacting most players, and sometimes it’s related to a feature that’s planned to have big changes or improvements “soon” anyway, so it’s more efficient to look at it then. Maybe check the bug database for more information, because the bug wranglers might have interesting discussions you can read about it, or contribute information of your own to help track it down.
Why are you selling merch or posting community updates when there haven’t been any patches in a while?
Currently our only merch is designed and sold by FanGamer, who takes care of everything for us. Tarn and Kitfox make final approval on designs before they are sold but otherwise have no involvement in that process. Community updates help us inform players of things outside of development but related to Dwarf Fortress. These updates are written by the community manager Alexandra and sometimes Tanya and do not take away from time spent working on development. We try not to do these too much and we can understand how it’s frustrating to receive these updates when you are hoping for patch notes or updates to the game.
What about the Mac build?
After investigating the programming requirements, we have decided it’s best to cancel the Mac build for the time being. Porting the game over to Mac would take significant time and resources away from improvements to Fortress and Adventure Mode that simply don’t make sense for us to dedicate right now, given the low number of Mac-only users. There is a significant amount of work that would be required for maintaining a Mac build that would delay all patches in the future, and as we know, you all want patches faster. We aren’t saying it will -never- happen but do not count on it any time soon. We are very sorry to all the Mac users who have been waiting patiently for an update on this.
Thank you to everyone who has joined us on this long development journey and have supported us thus far. Dwarf Fortress is truly a unique game that requires a unique but unconventional approach to development and we hope to continue being transparent about where that journey takes us.
Bug fix: cards with upgrades that increased Expire were not ticking down correctly
Played cards are processed before buffs/debuffs are applied (i.e. playing a block card when marked results in gaining block before taking marked damage)
Added an overworld map button to view the map at any time
When certain card selection screens are active and you view the draw/discard/dead cards, they no longer hide behind the card selection screen
Bug fix: various random values were not seeded
Bug fix: Bless didn't work on cards that were double-enshardened such that their mana costs were reduced.
22 new candies added
44 new treasures added
3 new Bottled cards added: Bottled Might, Bottled Lightning, and Bottled Solid
10 other new cards added: Crazed, Wild Strength, Wild Protection, Collector, Anomaly, Dragon Kin, Sorcerer Kin, Throwing Knives, Flashbang, Evermagic, and Swarmstrike
Reworked how many bottled cards you can choose from with Make Ready, Disavow, and Ruin
Card rarities are now considered more often when the game is deciding random cards
Bug fix: cards with draw effects that added more cards to hand could result in 11 cards in hand
Added the Glossary
Renamed "aligned" magic to "wild" magic
Added the Feral, Beast, Channel, and Buttress effects
Added the Reaper, Electromancy, Gravity, and Scout abilities
Added status graphics to the status animations
Bug fix: the Magical Lantern treasure was not applying the Amplify ability correctly
Bug fix: card actions now correctly halt immediately upon combat ending
Widesweeping tweaks and reworks of cards and shard upgrades
Hey y'all! I am so grateful for those of you who purchased Deck of Defense, it has been fun to see people playing the game. I added a small audio update this morning as well as some minor bug fixes. Keep enjoying the game and please leave a positive review!
3. August Updates and Improvements Exciting changes are coming this August! Dive into our latest updates and improvements to elevate your gameplay experience! Link: https://freestyle2.joycitygames.com/news/notice/18816
4. The Incredible Store Welcome to the ultimate shopping experience in Freestyle 2!
The Incredible Store is now open, packed with exclusive items and unbeatable deals. It’s time to level up your game and style with our incredible offerings! Link: https://freestyle2.joycitygames.com/news/notice/18808
5. Emergency Rescue Package Attention FS2 Ballers! We're coming to your rescue! To keep you in the game and ready for anything, we're giving away an exclusive Emergency Rescue PKG to all players—no strings attached! Link: https://freestyle2.joycitygames.com/news/notice/18810
6. Mysterious Glass Beads Ready to unleash your Style? Tap into the mystical energy of the Mysterious Glass Bead and watch your wardrobe come to life. Forget about ordinary outfits – you now have the power to create looks that are as unique as you! Link: https://freestyle2.joycitygames.com/news/notice/18812
7. 4vs4 Discount Event Ready yourselves for another Discount Battle! We're excited to bring you back to the 4:4 Discount Event! Grab these goodies in this limited-time offer and enhance your edge for a fraction of its cost! Link: https://freestyle2.joycitygames.com/news/notice/18814
8. Stray Rebels: Lukas and Aurora PICK UP Summon Event The Stray Rebels: Lukas and Aurora Summon Pick-Up Event has arrived! Seize the chance to add the coolest characters, Lukas and Aurora, to your lineup! These dynamic additions bring fresh perspectives and unique skills to the game! Link: https://freestyle2.joycitygames.com/news/notice/18813
9. Lyla's Stadium Shop Welcome to Lyla's Stadium Shop! Get ready for an unparalleled shopping extravaganza, because the doors to Lyla's Stadium Shop are now officially open! Your shopping adventure starts now! Link: https://freestyle2.joycitygames.com/news/notice/18811
10. Access Time Event Unlock the fun with our exclusive Access Time Event in Freestyle 2! Simply log in at specific times, and fantastic rewards are yours for the taking! Link: https://freestyle2.joycitygames.com/news/notice/18806
11. Lucky Crystal Shop Update We're excited to announce that the Lucky Crystal Shop has been updated with new items and stylish outfits!
We're happy to announce version 2.37.1 which is live on Steam right now. Changelog below and also on our Website
Come join us on Discord! Don't forget to check Discord events to see the date and time of when Games are played.
Did you know we are porting this mod to Unreal Engine 5? You can follow its development on our Website and/or Discord
Changelog:
Features
Added the recycleGivesRefund (“Give Refund on Recycle?” in Hammer) parameter for building entities.
If set to 1 (the default), then when the building is recycled the resources are refunded.
If set to 0, then when the building is recycled, no resources are given to the team.
The commander will get feedback for what the refund cost will be when triggering a recycle on a building.
This change allows level designers to strategically place buildings without worrying about commanders using them to gain additional resources through recycling. For instance, pre-spawned turrets are placed in starting locations to prevent early rushes. However, in the past, commanders have used these turrets to gain small resource advantages during the early phase of the game.
Although none of the official maps have been changed to adopt the above behaviour, this may be implemented in the future.
Buildings can now require research to be placed.
If a building has the “Research” parameter set to the name of a research node, then the building will not be able to be placed until that research is completed.
Previously, this parameter was only used for turret upgrades.
If a building is unresearched, then it will show up in purple in the build menu.
The highlight color of unresearched buildings are purple, and have a tooltip indicating that they are not researched.
Bugfixes
Reverted grenade physics behaviour back to how it was prior to 2.37.0.
We now fake the grenade bounce sound without detecting surface type. The previous VPhysics based detection did not actually detect the right surface type most of the time, so this is not much of a regression.
Changed physics timestep to match server tickrate. (Instead of DEFAULT_TICK_INTERVAL - for Empires that’s currently 66 tick)
Removed code that disables vertex-lit materials being applied to detail models. (It no longer replaces the model with error.mdl)
Comprehensive refactoring of vehicle code, both client & server. The aim of this is to improve code readability & maintainability while implementing minor bug fixes and reducing code complexity. It will allow us to iterate easier in the future when adding new features. Some related bug fixes
Fixed some bugs caused by the vehicle self-destruct functionality. When the self-destruct timer had elapsed it would cause the self-destruct damage to be applied first, then ignore any subsequent damage/regeneration that may happen in that frame. Essentially, if a vehicle was taking self-destruct damage it would be invincible to biological damage-over-time and armor would stop regenerating.
Fixed a number of potential crashes.
Fixed some issues with how vehicle water level is detected/set in code. This has no impact on gameplay but is now working as intended.
Fixed a bug with vehicle damage assists. Assists had the potential to be awarded because other entities had damaged the vehicle. (trigger_hurt for example).
Significantly reduced memory required to store a vehicle object through removing unused variables and optimization.
Reduced CPU usage by optimized code in various places.
Script/Game Balance
Infantry weapons
Modified the Heavy Machine Gun for both teams to deliver sustained fire with decent accuracy, despite initially lower accuracy compared to rifles and SMGs, thanks to its low increment for longer, stable bursts.
HMG spread is based on DuckingSpread
HMG is 100% less accurate while Standing
HMG is 200% less accurate than Standing while Jumping
HMG is 20% more accurate while proning
HMG Spread Modifier is based on Spread
HMG is 200% less accurate while moving
HMG increment is based on Standing Increment
HMG increment is 20% slower while Crouching
HMG increment is 40% slower while Proning
Adjusted the cycle time for the following weapons to align with servers operating at a 100 tick rate.
SMG 1(Both teams)
CycleTime 0.09 -> 0.08
SMG 2 (Both teams)
CycleTime 0.075 -> 0.07
NF Assault rifle
CycleTime 0.106 -> 0.1
Engineer Tool
Increased heal amount from 4 to 6
Reduced Heal Modifier from 3 to 2 (Heal upgrade multiplier)
Vehicle Weapons
Biological Machine Gun
Reduced Clip Size from 80 to 60
High-Explosive Machine Gun
Reduced Clip Size from 70 to 50
Depleted Uranium Machine Gun
Reduced Clip Size from 100 to 80
Railgun
Increased Clip Size from 30 to 40
Biological Cannon
Reduced Bio Time from 10 to 5 seconds
Homing Missile Launcher
Increased Lock On Time from 0.4 to 0.5
Reduced Lock On Modifier from 0.4 to 0.25
Homing Lock On Time reduced from 0.4-3.6 to 0.5-2.5 seconds
Homing Lock On Speed increased is 25% faster on average
Vehicle Armors
All armors
Increased Sticky Resist from -0.714 to -0.6
This reduces Sticky Bomb damage from 300 to 280 which means they won’t destroy LT/APC with 1 grenade when equiped with plain or absorbant armor
Plain Armor
Increased Health from 60 to 70
Absorbant Armor
Increased Speed to Damage Modifier from 0.00005 to 0.00007
Composite Armor
Increased Speed to Damage Modifier from 0.000025 to 0.000035
Introduced new Capacitive Armor research under Electrical Engineering.
Research cost: 240 resources
Research time: 60 seconds
Capacitive Armor is intended to be resistant to infantry weapons but vulnerable to enemy tanks, key armor statistics below:
Weight: 13 per plate
Cost: 20 resources per plate
Health: 80 per plate
Damage to Heat Absorbed: 0.02 (2% of damage received is converted to heat)
Resistances:
HE Grenades: 70% resistance
Mines: 55% resistance
RPG: 45% resistance
Mortars: 45% resistance
Explosive Sticky Grenades: 42.5% resistance
Stun Sticky Grenades: 42.5% resistance
Squad Arty: 55% resistance
Vehicle Engines
Standard Engine
Increased cooling by 0.5
Research
New Research
Vehicle Factory
Parent: Structural Engineering
Time: 60s
Cost: 240
LT/AFV Chassis
Parent: Mechanical Engineering
Time: 60s
Cost: 240
APC Chassis
Parent: Mechanical Engineering
Time: 90s
Cost: 360
Buildings
Radar
Reduced Cost from 600 to 300
Reduced Health from 250 to 200
Vehicle Factory
Reduced Cost from 700 to 500
Other changes
Updated armor descriptions
Known Issues
Armor impact sounds are often too quiet to be heard well. (Carried over from previous update.)