TheTerminator2004 Posted March 13, 2010 Share Posted March 13, 2010 Yep, within a month I'm told, though nobody really knows how long it'll be. Its in the final testing phase atm, once enough bugs have been squashed for it to be playable, it'll be done. Its definitely going to be great fun, but I am concerned that adding even more complexity without overhauling the UI first is going to cause some major issues. Its enough of a pain to play as it is, let alone once hes added all these new features such as teaching skills, healthcare, etc. If he doesn't fix the attrocious interface soon, the entire game will become too complicated to play properly imo. Still... should be good fun all the same :D Link to comment Share on other sites More sharing options...
Povuholo Posted March 16, 2010 Author Share Posted March 16, 2010 Yep, within a month I'm told, though nobody really knows how long it'll be. Its in the final testing phase atm, once enough bugs have been squashed for it to be playable, it'll be done. Its definitely going to be great fun, but I am concerned that adding even more complexity without overhauling the UI first is going to cause some major issues. Its enough of a pain to play as it is, let alone once hes added all these new features such as teaching skills, healthcare, etc. If he doesn't fix the attrocious interface soon, the entire game will become too complicated to play properly imo. Still... should be good fun all the same :DFrom what I've understood after this release he's going to have a look at the most requested features and deal with a couple of those. I'm guessing interface improvements are on there somewhere. :P Link to comment Share on other sites More sharing options...
Jonlissla Posted March 21, 2010 Share Posted March 21, 2010 From what I've understood after this release he's going to have a look at the most requested features and deal with a couple of those. I'm guessing interface improvements are on there somewhere. :P As long as we gain a increased flexibility in commanding our squads I'm pretty satisfied. Link to comment Share on other sites More sharing options...
Povuholo Posted March 28, 2010 Author Share Posted March 28, 2010 From what I've understood after this release he's going to have a look at the most requested features and deal with a couple of those. I'm guessing interface improvements are on there somewhere. :P As long as we gain a increased flexibility in commanding our squads I'm pretty satisfied.There are quite a few squad related changes in the upcoming update already. List of major changes Also from the dev log, this! 03/26/2010: The current situation is that I expect a (buggy!) Windows release in about a week, with the 40d# merge commencing at that time (or within a few days of the release). This is a bit of a change of plan, since I was originally going to release for all operating systems at once, but I feel like I'm going to get even more bogged down if I don't do it this way and the initial pre-merge release will give us a control to work with in the same way that 40d can be compared to 40d#. The initial merge release shouldn't take too long though, and it will be the top priority aside from the worst catastrophic crashes and things of that nature. I know the merge changes make the game playable for many of you when it otherwise isn't. Link to comment Share on other sites More sharing options...
TheTerminator2004 Posted March 28, 2010 Share Posted March 28, 2010 Wonderful, he has to go and release it right when I have loads of assignments to do, and several upcoming exams to revise for. Looks like I'm going to end up failing my degree... :P I hope he does something to make managing crossbowmen easier in this release too. I don't think I've ever played a fortress where they havent either refused to train, shot valuable steel arrows at practice targets instead of their bone ones, or shot bone arrows at real enemies instead of the steel ones :dry: Link to comment Share on other sites More sharing options...
Povuholo Posted March 28, 2010 Author Share Posted March 28, 2010 I hope he does something to make managing crossbowmen easier in this release too. I don't think I've ever played a fortress where they havent either refused to train, shot valuable steel arrows at practice targets instead of their bone ones, or shot bone arrows at real enemies instead of the steel ones :dry:# Soldiers know the difference between training, battle, and civilian equipment, and when/how to switch between them, as well as how to store them, which is usually done in barracks via boxes (which can be assigned to squads). * The above also extends to woodcutters/miners, who know how to properly retrieve/store their picks and axes. * Equipment can be stored in squad boxes. # You can now handle ammo allocation by material, so you can set aside metal bolts for battle and wooden bolts for training. Squads will maintain such ammo counts on their own. * You can also handle ammo by type, so that you can have a squad that only uses bolts/arrows left over by invaders, etc. * You have similar control over Hunter ammo. ---- # Dwarves will now fill up their quivers properly - they will not go into combat with 1 bolt in their quiver if they can help it. Of course thanks to the new tissue layer system arrows won't be able to magically pierce your knees, lungs, brains, ears and eyes in one shot anymore, so it should no longer be as overpowered. :P Link to comment Share on other sites More sharing options...
TheTerminator2004 Posted March 29, 2010 Share Posted March 29, 2010 Well, they'll still be more useful than melee units for defending against sieges imo, as you can stand them up on top of the walls, behind fortifications, and shoot down on the goblins who are stuck milling around randomly because they can't get into the fort. Link to comment Share on other sites More sharing options...
Povuholo Posted April 1, 2010 Author Share Posted April 1, 2010 After a long long wait, the new version has finally been released! :woot: In case the site doesn't work for you either (it's being overloaded at the moment), here are a couple of mirrors: http://www.bay12games.com/dwarves/df_31_01.ziphttp://df.nucleardog.com/df_31_01.ziphttp://citadel-station.com/df/df_31_01.ziphttp://pallkars.net/~toad/df_31_01.zip THIS IS NOT A JOKE. SERIOUSLY. :woot: :woot: Well, they'll still be more useful than melee units for defending against sieges imo, as you can stand them up on top of the walls, behind fortifications, and shoot down on the goblins who are stuck milling around randomly because they can't get into the fort.Yeah nothing beats the good ol' cheap moat with retractable bridge. :D Link to comment Share on other sites More sharing options...
TheTerminator2004 Posted April 1, 2010 Share Posted April 1, 2010 I'm not going to get this just yet, I don't think - I'll wait for the final release (or at least, a later beta). and for the forums to come back up so I can see if any tilesets are compatible. Hopefully the bugtracker will be back up soon too so he can get to work fixing up this new version as quickly as possible. Link to comment Share on other sites More sharing options...
Povuholo Posted April 1, 2010 Author Share Posted April 1, 2010 Yeah it's going to take a while before it's truly stable. RantingRodent should be updating his awesome pack in a couple of days hopefully, he has already been preparing part of it pre-release. The D# series has not yet been merged in the new release because of some problems, so transparent tiles (png tilesets) are no longer working, and so it also misses other things like the performance boosts and the zoom function. From my post at the official Bethesda forums... Mmmm... Generated a large island world now. Megabeasts seem to be stronger in worldgen indeed. When it says the age of Myth it means there are still many megabeasts. By default worldgen stops genning when 90% of the megabeasts are dead, in the old version this was usually around 200 years (which was the minimum numbers of worldgen years too). I went up to 1050 years and it's still the Age of Myth, it doesn't seem to end. So I ended it myself there. Over 2 million events have happened and over 200,000 living things have died. So that's cool. You can generate a developed world with a long history, without all the megabeasts being extinct or all civilizations dying off.I present to you... Kar Gomath - The Dimension of Legends (the original picture was 18MB so I had to reduce the quality quite a bit :laugh: ) With many separated islands, a large frozen area in the north (an arctic ocean), some deserts to the sound, 266 sites (fortresses, towns, caves) and everywhere surrounded by the sea 'The Sacrificial Gulf'. :devil: I also had a look at Legends mode, which in the final year of worldgenning described a rampage of the hydra Úst Dolektabmik äkim Avum, also known under the nickname "Úst Cometitch, the Brilliance of Culmination". She was the one of the few ones of her kind, and was associated with strength, rebirth and... Muck. She had definitely deserved her nickname, because this rampage in the year 1050 was her 50th solo rampage and she was still alive. During her lifetime she was worshipped by many humans as a goddess. But even larger was the number of humans that she killed. :tongue: The number of kills is actually not all that impressive, just 154 humanoids in total. Mostly humans, a couple of dwarves and even fewer elves ( :sad: ). It doesn't count animals, which she also devoured a lot. Megabeasts are back and they're badass! The human town of Shovelcradles wasn't doing so well either. Over it's lifetime it has had 87 monster rampages, not taking any megabeast rampages or wars in account. I'm surprised people even live there anymore. Sounds like a fun world to start in! Link to comment Share on other sites More sharing options...
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