Dwarf Fortress, Histories of Greed and Labour

Adventure ModeA new version of Dwarf Fortress has been released, after almost a year of development and with LOTS of new, nifty features, from one of the most complex games ever created.

What new is there? according to the official release data…

Well, it has been a while. That means potential instability, so don’t get too attached to your fortresses at this point. I’ll be doing subsequent releases more often now as I solve problems. In any case, dwarf mode now has a z-axis and you can make fortresses that span several levels. Fluids behave much more reasonably, and you can walk across the world in adventure mode in the local view without having to step off of an artificial edge. And various other lots more stuff.

Randomly Generated IntroFull info available at the devlog

Finally some players reactions:

My first coolest discovery was when I figured out what the symbol for volcanoes was.

This was quickly topped when I realization that my volcano starting site had abundant hematite right out in the opening.

This, in turn, was displaced from its status as coolest discovery when I realized I could look inside the caldera and say hi to all the imps living inside the volcano.

Finally, the most truly ultimate discovery in my first five minutes occured when I popped the units menu open to look at the population of fire imps and such, and discovered that my fortress site has a wandering population of snailmen on the plains below. Snail. Men.

This is totally awesome, even though I’m not entirely sure why.

Standing in the shadow of the mountain

3 cool things I’ve so far spotted:

1. You can set the Flag [CIV_CONTROLLABLE] on any entity_default civ and you can play them in dwarf mode (Human settlers anyone?) they don’t seem to need to come from [MOUNTAIN_SETTLEMENTS] anymore.

2. You can build Huts. If you build a room with 4 walls on one level,then build some stairs up and “roof” it with construction floors, it counts as inside on the lower level. (That means, you can make rooms, place beds etc. inside) I find it rather cool to have my lumberjack live outside in the woods with a small wood stockpile nearby.

3. Hunters are FAR more effective and are FAR less likely to get killed. one hunter bought in so many deer corpses that my butcher had a problem to keep up.

Fortress Location

Just noticed a natural cave on my map with a perfectly circular HUGE lake in it. The cave is stuffed with cave spider silk and (I assume) lots of cave spiders. The lake is inhabited by a tribe of frogmen and a solitary giant toad.The nearby mountains are roamed by packs of skeletal goats, who occasionally hop down to harass my dwarves (but thankfully not very often).

I could go on and on, as the game spawns interesting situations out of nowhere. Now, download and play it!

Slaves to Armok II: Dwarf Fortress By Tarn Adams
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Thanks to MasterGeo for the screenshots!

6 thoughts on “Dwarf Fortress, Histories of Greed and Labour

  1. Funny thing, but the “Histories of Greed and Labor” cited at the title is randomly generated.

    This game is absolutely brilliant. Very very hard to get into, very hard to interface with, very frustrating on so many levels. Deeply rewarding once you get past all that – if you can manage to get past all that. I really hope that Toady One makes an effort to make gameplay smoother and visualization easier.

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  2. I think the weirdness of the interface is some of it’s charm.
    But yeah, this is more like art than a game, it’s neat-as-life.

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  3. I think the chatter around the release of this version of the game doesn
    t quite reflect the nature of the improvements made. It is, simply put, improved in everyway imaginable, and is worth slogging thru the
    the odd commands to get into. IF you’ve never played it, try it and all other roguelike will feel silly in comparison. If you havn
    t tried to new version yet, do it, becuase with just the addition of elevations the face of every fort will be completely new and
    different.

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