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Arena humans and dwarves 2 And here's my human adventurer and their camel friend meeting a dwarf on patrol. Human adventurer We also showed various wholesome giant critters in the last news post. Patrick drews some coffins, which are of course very important to keep the ghost population down: Coffins When you place them, they are displayed open until they are used: Casket and some beds You can see some bed variations here - we also have improvements, quality, and spatter reflected as with the tables, chairs, and cabinets.

Finally, remains, corpse pieces, and butchery products have their tiles now. Proud bronze colossus by rearranged giant All of those represent some specific piece or other, except the nails, which get the generic "small corpse piece" at the bottom - the nervous tissue, cartilage, fat globs, hair, teeth, and meaty bits are all there. The bronze colossus won the fight in the arena, and then I used the arena's butchery button.

I took control of the colossus and arranged things nicely. You can see the hover info here as well - we don't have blood smears yet. Here is the last Future of the Fortress reply posted in Perhaps having the windows out for a time made it count as outdoor contact, but it wasn't great. And so on. Maybe things will be less stressful now somehow, though cases continue to rise locally and elsewhere. Most recently, the artists have made progress on giant creatures, and we should also have our first humans and goblins soon!

If there's more than one object in the tile, you'll need to disambiguate using the list. Once you get to a single object, you'll have the object's pane to work with. There's too much data, so some of it will still be hidden behind tabs, etc. Cases like items and engravings should be more simple. For a time, as you may have seen elsewhere, Scamps had a co-workerly spirit , on a dead laptop where he couldn't make his typical well-meaning contributions to the codebase.

Now he's back to living in a box. I can't promise things will be more normal soon, naturally, since things are not normal now, and are in some ways less normal than they've ever been, especially on the Covid front Bay 12 associated people all still okay so far. Most recently, I've been working on the building interface. We haven't done a graphical pass on it yet, so I don't have any images, but the general idea is that there's a building button at the bottom of the screen, and this leads to categories like workshops and furniture.

Once you choose the building you want, you click a place on the map, and then choose from a material list much like the current material list, but now with a text filter and the ability to expand individual categories of material rather than all-or-nothing. That means most buildings are along the lines of four clicks to place: a few to get to the type, one on the map, and one for the material.

The main savings vs. So this feels like a good step forward. I was able to keep the game optionally unpaused during the type selection and placement portions, but I wasn't able to do so during the material selection, since the distance calculations there rely too much speed-wise on some precalculations being preserved calculations that are disrupted by mining, etc. There are still some pieces of the building interface update left to handle, and then we'll likely be moving to the v-q-t-k look-and-do-stuff command set.

Here is a Future of the Fortress reply. Hmm, slipped off the reliable logging wagon there for a bit. I'll get on that for November, which is obviously going to be a normal month. Over at Steam news, the last post was about the stockpile interface. Placing stockpile It works much like the new zone interface, and also includes the ability to redraw existing piles.

Choosing stockpile type The same main types are available, with the addition of an All button for people that want to use an "everything pile" quickly. Custom stockpiles A few of the more significant additions are for the custom stockpiles.

The lists are now alphabetized, and they can also be filtered! Since the last log we've done, well, a ton of corpses. There are many different things that can die in this game.

Furniture has had a revamp, and they'll even show rain droplets now if they are left outside. We have floodgates, bridges, the small workshops, traction benches, wells complete with bucket moving below, and vertical bars. We should be able to take a look at this and some more for next time. In part, we discuss the new dwarf artwork! And unlike the more notorious teaser episode where we discussed the embark screen, we can actually share this stuff with you at the same time.

Professional dwarves Here we have a fisherdwarf and a stoneworker. It shows their actual worn clothing dresses and gloves in this case, based on their generated civ clothing selections , but it is colored according to their profession, like the ASCII smiley faces.

That's one of the two main dwarf display modes we're exploring. The other is to show the clothing with proper dyes. We might end up with additional ones as well. You can also see here that hair styling choices are respected, along with hair colors or the absence of hair color because shaving has ensued.

We should also end up with at least four skin color groupings you can see two in the images below. The dwarf definitions have a lot of colors, but some of the names are close enough that we're going to use broader categories to keep the amount of artwork under control - we're not using shifts or recolors here, but Mike is rather selecting all of the colors by hand for each palette. Arena dwarves Visible equipment! The day has finally arrived, ha ha, outside of the venerable 'my adventurer changes color when I take off my coat.

As you can see, the materials are also represented - we have bronze axes and plate at the top, and a variety of clothing items, a steel spear, and iron mail at the bottom. The clothing are cyan because arena mode treats them like the standard jobless profession currently.

The hoods are also going to be improved by some alpha blending on the next pass. There's a human there on the right, as the debug creature, and they'll also be receiving this layered look, along with goblins, elves, and kobolds.

Others like animal people and night trolls should be able to display their weapons as well - doing additional layers is difficult as you can imagine, drawing caps for elephant people and slug people are different projects , but we'll see how it unfolds. Scamps imagery and vocals are included. Here is the monthly report and there is also a Future of the Fortress reply.

Of course the reality of the last few weeks has involved more than its fair share of real-world smoke, which was not at all fun or good for work, and also impromptu insulation changes for the whole building which involved a lot of hammering at sleep for me hours and then getting called off and doing it again next week At least the smoke has been gone for a few days. There's a ton of art work going on - we are much closer to showing dwarves now, and all sorts of other matter.

While drawing has been happening, I've tried to get the stockpile interface done, somewhat like the zones screen -- this means stockpile repainting not just partial deletion , and also the ability to make stockpiles larger than 31x We should be able to show this as well once things settle down. That one will be differently interactive, since the video is pretaped, but we'll be in the channel on the PAX discord interacting in what I, well, it's like interactive commentary on a movie?

No idea how that'll shake out, ha ha, but I'll be there. I have another obligation right after, so I'll have to duck out at I also tend to treat deadlines on paper somewhat seriously, perhaps as a habit of my schooling, even if it's not apparent with all the 26 month releases of the past, ha ha. In any case, my response was interpreted by a few people as Kitfox pressure, which it isn't - if there's any Kitfox pressure it is of the form "Tarn, please take a weekend off! I should take a weekend off sometime.

This weekend might kind of count, just because the air is so smoky I had some trouble sleeping so I haven't done much useful. All will be well. But yeah, my primary perspective on release deadlines and stuff, just to remind people, is all about healthcare.

Healthcare is cool. Speaking of which, over in Dwarf Land, there's been various progress. The main thing we talked about over on Steam News was the new zone interface.

Zone starting the painting process I removed the border here with the rest of the buttons and the minimap since we haven't finalized various layout decisions there. Here we have a rectangle paint and a free-draw which gives you the same feedback from the Classic version, in term of which zone types are supported by the selection. I still need to do the wall-sensitive flow tool. We're trying to include a bit more help - there are even tooltips!

You'll see a few below. Zone selecting type after painting There are still five Tarn-icons in this image, complete with default MS Paint colors Meph cooked up the rest. It shows an icon representing the type of zone over in the graphical area as well - this even reflects the level of temples and guildhalls. Zones are only visible when you are in zone mode, as in Classic.

We'll stay safe! Zone setting location The extra space on this one is used for the list of existing locations that you can assign. It would probably be helpful to show the number of worshippers and current temple status in the main list without requiring the tooltip. Lots of improvements to be had as we go. Zone now a temple Utag is into hospitality, so we get lunch.

Multiple zone selection This is the mouse version of "v: next" from Classic zone mode. You can click on a tile and it gives you the zone there. If there's more than one zone, you can flip between them with the arrows or just click somewhere without overlap, if there is such a tile.

Zone repaint tool tip Here the cursor was over the little repaint rectangle there which is a Tarn icon, so not remotely final. Zone repaint is exciting! Zones can even be transported to entirely different places if you draw one rectangle and remove the original in whatever order, as long as you don't click "Accept" while the zone is empty. On top of the continuing PAX event, there's various tumult over the next several days, but hopefully we'll settle back into the rhythm of things again soon and have some more work to share.

Naturally, a monthly report has also surfaced, along with the Future of the Fortress reply. Here's the minimap I mentioned in the last dev log: Minimap Minimap animated We're continuing to experiment with bringing some information out from the status screen, as seen above the static image there.

Meph also brought us to the world of guts! Here are some placeholder dwarves that have had a run-in with my debug tools: Contents under pressure In the graphical version, they don't drag two tiles behind, since that would look even more ridiculous, ha ha. So there will be rare mechanical differences after all! In this case, it seemed fine. I haven't slept much recently. Here are the images: Item list Item filter Embarkable critters Mike and Meph did amazing work, and now there are many little buttons to press.

We don't have the separate screen for choosing new items anymore - that's now all been incorporated into the item tab. The elements respond well to resizing and it centers itself on ultrawide monitors, thanks to a lot of input from Mike, and we'll keep that standard up as we revisit the various portions of the game. The keyboard commands are still in, but we haven't decided how to display the bits in focus, so that isn't reflected. Since then, I've been continuing work on the main screen.

Nothing's ready to show yet, but so far I've got a tile-perfect minimap for forts embarking at 4x4 or smaller, anyway, otherwise it has to approximate , and a general arrangement for buttons around the border to replace the giant menu pane, with the date always available just above the minimap in the top right.

And it has text filtering now! We're hoping to continue to bring screens hidden in the depths out to the main screen as possible the Stocks used to be found at 'z' and then some tabs over , allowing you to remain more present in the main play area as in most modern strategy games.

I think the world map 'c' will probably still be its own screen, due to the world map display, but we'll see about the rest! Number twenty-five! Today's accomplishment was bringing the text display up to bit color so I could set a tab's label color correctly. The game has been able to display its 16 colors at whatever RGB values were set in the init file for many years, but now it can display more than 16 text colors at a time, ha ha.

We'll definitely be able to show the embark setup screen with the next news post as a sample of the new UI. The next thing I'm working on is getting those UI elements to respond more nicely to window resizing.

Then we'll be back to the main screen. Also a Future of the Fortress. We still need to remove my terrifying scrawled icons, but there are free paint and rectangle dragging modes, and you can do priorities, mining modes, and can easily switch back and forth between blueprints and standard designations, all with the mouse.

Traffic weights have little sliders in an advanced options section. And this all can be done both paused and unpaused. They are currently grouped into six categories in buttons down at the lower left, and expand upward, but we'll see if that sticks as more main screen interface elements are updated. It was important to highlight digging on the main screen, for instance, and that's done by having it be the leftmost button and a top level category with all the different sorts of digging within its section.

Naturally, it'll be easier to understand once the images are deTarned. DF Talk 23 now has a transcript! Thanks go to voliol and Quatch for getting that together. Episode 24's transcript is still in progress. I'd been hoping to get the first UI screen images together, with a glance by the artists the screens are currently frightful, described as Elven in my programmer's color scheme , but the real world became variously intense again, so that hasn't happened yet.

Cruelly, these are teased in the latest episode of DF Talk Rainseeker returns! We did post some mostly-animal images over at Steam while I was prototyping those first screens and hoping to log them here.

Glass Floor and Seeds and Trinkets Here I made a glass block floor, placed a seed stockpile, and hoped to show off the seed and craft images.

Immediately, reptile vermin began having a go at them as seen near the center , so I had to take the shot prematurely, before I could get all of the crafts laid out. Birds Birds! Look at them all. It's great to see every DF player's favorite bird, the kea, finally displayed. And there's a kakapo. Cassowaries and emus and ostriches. And more. Underground giants Some giant underground beasts! The giant cave spider is a crucial DF menace, and it looks sufficiently sinister.

Giant moles are adorable. Cave toads and giant cave swallows and the important giant rat, larger than the large rat, of course. Smallish mammals The two monotremes and some of their friends! Pangolins and porcupines and hoary marmots and opossums and beavers. Amazing to see them all there, ready to enter the very safe world of DF to make friends. Here is the monthly report. And here is the Future of the Fortress. It'll be streamed here on Twitch.

They're also on Discord. Most lately we've experimented a bit with material recolors for items. These are done in code based on the RGB color provided in the raws for the metals so they should work with metal mods etc. Here's the Debug Creature we've been using for creatures without tiles, after having arranged some swords of various materials in the arena.

We've tried three options and are continuing discussions with support. We'll figure something out! Sorry for the ongoing irritation there.

Here's an interview with Noclip we did back at GDC last year when people could sit down in person for interviews and such things. Has some Kruggsmash bits and other production bits, so not strictly an interview. Brook There's a brook. I didn't anticipate back when we started that we'd have a sixteen frame animation cycle in the game, but we have one now! We might revisit flow direction indications a bit with this, and make some additional tweaks, but the rocks and refraction effects are really cool as it stands.

It's going to be exciting to see how floodgate systems and other fluid systems look as they all come online. Otherwise, I've continued catching up with identifiers. Toys, shields, trap components, prepared food, various constructed floors, and all manner of other tiles up and running, and we should have some additional presentable images soon. Sorry for the outages over the last few days.

Our site and the Dwarf Fortress File Depot may still be on and offline a bit while we migrate to a new hosting company. While the protests against the murder of George Floyd and police brutality, and the ensuing police riot, continue in this country, we don't want to be silent, nor do we want to make a generic brand statement. So, specifically, we support efforts to defund the police, as well as those to minimize and abolish incarceration.

No amount of protection afforded to white people is worth the horror we continue to perpetuate in this country against millions in marginalized communities.

Black lives matter. It's likely those of you that want to contribute to relevant funds have located some already. Minnesota Freedom Fund will be linking additional organizations as well. I didn't have a scene to show, so I was just pottering away on code bits in a sleep-deprived pandemic haze and lost track I've remained healthy, but the sleep schedule has become unmoored.

The main project for the artists is the rivers and brooks, and that's going well. We do have a few things we can show this week: Large workshops Here are the larger workshops, the siege workshop and the kennels.

Minecart tracks And here are the minecart tracks. There are carved tracks from the top, transitioning into some wooden ones, and finally some stone ones heading up from the southwest. We also have images for track stops and rollers that aren't coded up yet. I'm always several identifiers behind, ha ha, and the work continues! Starting with that, this is what the lowest level of a lightly forested area looks like currently: Tree base There are saplings and shrubs there as well - we have some specific shrub tiles now, but these species are still generic.

As I mentioned before, the initial challenge was to distinguish trees from stumps, and this was accomplished with the shadow and some general liveliness. Of course, as you know if you've played the game, what lies above presents entirely new challenges! Thick branches can be walked upon, so they have to be reasonably wide, whereas thin branches do not support a walker, and so are much more fragile looking. On top of that, trunks can grow sideways but are not walkable, so needed to be distinguished from thick branches.

This is accomplished by use of a trunk pillar in each of the trunk tiles, while the trunk tile still indicates its possible horizontal parent and children. Here we have several leaf tiles depending on adjacency, which allowed the artists to attain the phenomenon of crown shyness.

Not all species do this in real life, but in the game, it allows players to more easily distinguish which tree they are looking at, so we're using it everywhere.

We're still in various states of handling thicker trunks highwoods can get up to 3x3! This is still in progress, and we have a lot of planned improvements around mountain peaks, river mouths, oceans, and just about everything else, ha ha, but it's definitely come into its own as an image of the world that will work for fort mode, adventure mode, and legends mode alike.

This was well over a thousand images, especially to smooth out the blocky boundaries. It's still a grid map, and it's not easy to get away from that fully, but the artwork has gone a long way toward making it look more natural. A few more days of tinkering and we should have some more images to show, and more on through May!

There are a ton of tiles to reference, and the edges and layering are a little tricky, but hopefully we'll have some images soon. First look at machines I can't show a useful machine yet, but here is a windmill turning some axles and gear assemblies.

Off to the right you can see a hint of a tree shadow. Here's a fuller picture of where we are with that: tree shadows. DF's multitile trees are a challenge to draw - even indicating that they are a living tree and not a stump down at the base level takes some work. The artists went with foliage shadows, and it does the job! And appropriately enough, here are our first procedural creature pictures. Night trolls! As you can see here, they reflect a lot of what's going on in the descriptions horn character and number, tail character and number, hairiness, skinlessness , but because we glue them together from parts that need to be reused, they don't reflect absolutely everything joints, howling.

With their much greater diversity, depicting forgotten beasts and demons will require more forms and effort, but similar principles should work out. Castes Here's some additional detail for creatures - differentiation based on 'caste' information.

Now more domestic animals can be distinguished by their images. Stockpiles And finally, the next iteration on stockpiles. We're still working with these, and signage etc. As usual, we worked on some other things that aren't quite ready more with trees, wagons, and so forth.

Not just because of the ramps, which we showed you with the last set of pictures, but just wrapping your head around the three-dimensional map can be a bit much when it only shows you a cross-section at a time. Multilevel Display Here's a lot of what we've been working on recently.

There have been additional attempts to sort out a few of the minor issues you see there with soil-edge-shading and so forth, and work is ongoing, but this helps a lot already! Multilevel Animation Ha ha, here's a dev log foray into animated media, scrolling down a few levels. Those images take place in deserts since our work on vegetation is in flux. We'll be able to show some pictures there later when it is ready.

Finished Placement vs. Planned Furniture We're experimenting with transparency for planned furniture. Here are two similar bedrooms. Blind Cave Ogre and Gorlak Even in the new display, as some people noted last time with the domestic animals, we can't show the exact size of creatures - there's just not enough room in the tiles. However, we can bend the constraints of tiles a bit, as we did with workshops. Our currently specifications allow creatures like dragons to visually occupy most of six tiles three wide, two tall , though the game logic is still the same creatures are in one tile, sometimes many creatures.

More great work from our artists! More to see next week! I hope all is well. I also did an interview with Literate Gamer last month that goes into the graphical release and what comes afterward. Ramps Here's an example of a more gnarly ramp situation which would of course be a ton of upward triangles in Classic DF. We're still working on shadows and transitions, but it's going pretty well, I think. More ramps Here's another one that also has some hematite at the north side and some brown jasper at the south side.

We're hoping to shade the stone around the jasper like the sort of stone it is in, rather than the current lighter color. Additionally, we've continued along with workshops and walls. All of the standard 3x3 workshops are displaying in the game now.

Fort Here's a small fort with a carpenter, mason and metalsmith under construction, with a little bit sticking up above the wall. The smoothed walls use the proper picture now though the color still needs to match the rough stone , and you can also see a constructed wall made from blocks on the top right. Since many people like to patch up their forts perfectly, and others want constructions to be distinct, the current thinking is to go ahead and allow constructed walls to be smoothed and engraved like regular walls.

Engraving constructions is a long-standing request, so even better. Many domestic animals Finally, in Critter News, we have domestic creatures displaying. I sold all the material in my starting wagon except for a pick and bought up a barnyard full and set them by the water. I realized late that the last dev log was a bit confusing, and that despite how things have worked here for many years, there should probably be some pictures, ha ha.

Please remember that these are all works in progress, and absolutely everything about them is subject to change. Hill Carpenter This is what I mean by different grid sizes. The visible fort area is made up of 32x32 tiles, while the old interface which we haven't touched yet is 8x12 tiles. You can see some of the week's work in this shot as well.

We're experimenting with ramp shadows there are a few cases there were the shades don't match up , as well as ramp shapes. You can see to the left and right of the door how some of the recessed ramps don't match up with the others.

There are a lot of different ramp configurations, so this is an ongoing process! You can see here the stockpile and some log items, as well as a placed door and a carpenter's workshop. These are mostly soil walls which will likely be reddish brown later, instead of gray - the game is pulling from the RGB values of the material definitions, and the soil materials don't have corrected colors yet. Some Rooms In this image, you can see some small rooms underground, where I've smoothed the top portion of the largest room as well as the first small room to the right.

Here you can see the wall shadow effect, as well as the variations in rough stone floor texture and the gem walls where the miners uncovered some rubicelle. I've mostly been working with these shadow and floor textures, but we also got a preliminary dwarf displaying as well!

They are built from several pieces twelve layers currently , and we'll be able to show a picture of that once it is further along. Mike and Patrick have also done hundreds of creatures, items, workshop, plants and more, and I just have to keep working to catch up with them, ha ha ha.

But work continues! The basic support for multiple differently-sized grids is done. I haven't added much tile support yet, so what I saw was just a grass-and-stone field with the menus printed above it, but on the other hand, that was the first major hurdle. Now I'm just slogging through a list of identifiers and draw commands so the artists can put all of their various art into the game and tweak their existing pictures and so forth.

So far, so good. Fixes old and new this time. From the new category, aside from crashes, marriages were being dissolved frequently and friendly visiting experiments were breaking too much furniture. Barring sudden issues, this will be the final bug-fix release before we get the code work started on the graphical version. There's a lot left to fix before that version is ready to be released, and we'll be doing parallel bug fix releases as the graphics stuff progresses.

If you've already contributed and have been waiting, now is the time to reply to the email I sent, or feel free to email me at toadyone bay12games. We won't be able to take new requests starting March 1, and we'll have to be firm about that in order to stop the process from continuing forever, so please don't delay. The next fix release should be coming by the end of the month. GDC is rolling around again in March, and the graphical code work will also begin, so it should be a hectic and interesting time.

I've also done a few quick changes to socializing and stress, but that's a longer project as well. Dwarves clump now in zones and taverns, which should help with the friendship rate, and I've made the most stressable dwarves a little more fixable.

Reminder: We'll start coding on the graphical version in a few weeks. We'll still have these bug-fix releases periodically, though there will be an initial gap of some time while I get the core framework done to the point where the artists can use it. But there should be at least one more bug-fix release around the change of the month before that work begins. There were sudden inspections and other such to deal with.

Hopefully I won't have to move soon, but we'll see! I did get some stuff done the last few days as we now head toward the next fix release.

Another world gen crash fixed. Hopefully took a chunk out of the raid crashes there was a large problem with the post-raid equipment manifests , but there are definitely still other issues there.

A few quirky issues like mercenaries attacking themselves, and tomb builders being able to control mummy zombies indirectly and even make them siege themselves. Crash related to pack animals, and an unretirement crash. Fixed a fort loyalty cascade from historical spy identities - loyal dwarven spies that had infiltrated the goblins historically would arrive during play, still claiming to be members of the goblin civ as grown-up or second generation abductions , and fort dwarves would believe them.

Now they sensibly drop those identities and become regular citizens or visitors of the fort, preventing any free-for-all violence from starting.

Most notably, world gen crashes should happen less often, having babies should cause less trouble, and some adventure mode problems with quests and mounts should be fixed. We'll continue on with this process, working in some older bugs for next time as well.

Most importantly, we will need to stop accepting reward requests after February. Anybody can still get one this month. We'd been fortunate to be able to keep up with them since and all the new Patreon people that wasn't a sure thing at all, as we all discussed at the time , and we've finally reached a tipping point where it's starting to detract from development and something needs to change.

Here's a Patreon post with some additional details. We've clean up some of the worldgen crashes and other issues and will do just a bit more before getting the first fixer-upper release posted. There are various bits we're going to have to loop back around to after the graphics work is complete see previous lengthy dev log , so perhaps this should be called the first villains release, or more "the guilds and temples and adventurer parties and pets release which also has artifact heists and extensive historical villainy, with lots of new mostly evil magical stuff", ha ha.

We will get to the fortress plots beyond artifact heists when we return, as well as the ability for the adventurer to be a villain and to investigate them more effectively. The features are listed below. For fortress mode, the most important new elements that will be commonly encountered are petitions for guildhalls and temples. When enough believers or laboring dwarves are in the fort, you'll receive a petition, and it's up to you if you want to try to build the location for them or not.

To satisfy the temple petitions, you must assign a priest the game will remind you with an announcement when your temple is ready for one, after a certain value threshold is crossed. In all of these steps, the TWBT components need to be installed over the normal graphics pack components so that the TWBT content overwrites the regular graphics pack content. It's probably easiest to install the TWBT content into the normal graphics pack folders before then copying those all into your copy of Dwarf Fortress.

Note that this will need to be repeated in the corresponding folders of any existing save files you wish to have creature graphics with transparent backgrounds. Skip to content. Star Branches Tags. Could not load branches. Could not load tags. Latest commit. Git stats 61 commits. Failed to load latest commit information. View code. Ironhand Ironhand is 18x18 graphics pack for Dwarf Fortress.

Copy the "overrides. Copy the "init.



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