IT'S UP
>>724866882qrd
>>724866983https://www.bay12games.com/dwarves/Siege update - Attack>Invaders can build stairs and floors.>Invaders can break down constructions and many blocking buildings>Invaders can bring battering rams to bash through constructions and buildings.>Invaders can dig through natural walls (including trolls with great picks in new worlds.)>Invaders can be lead by historical military-related position holders.>Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.>Invader army composition is more varied, and invaders have different behavioral roles.>Invader can be more skilled and have better equipment.>Invaders can free their caged companions.>Goblins use more of the underground creatures (in new worlds.)>Flying invaders and invaders with flying mounts behavior improved.>Invaders enter over a wider edge width.>Difficulty settings allow you to change invader behavior and add restrictions.Siege update - Defense>New bolt thrower siege engine. These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.>Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.>Boulders thrown by catapults explode on impact, ejecting sharp rock shards.>Reinforced walls can be made with two building material and one metal per tile. These are much more resistant to damage.>Materials of constructions and buildings matter more for damage amount.>Siege operators aren't as quick to abandon their positions.>Added siege operator default work detail (in new forts.)>Made fortress patrollers more careful to hit the nodes of their routes exactly.>War dogs should stay with their masters when their masters have squad orders.
>>724867159>Invaders can dig through natural wallsNONONONONONONONONONONONONONO
>>724867390Your fort vill look like a swiss cheese You vill accept the elf and goblins citizen petitionsAnd you vill be happy
>>724866882Gonna wait until January for bug fixes
>>724867390>>724867595>he didn't build his fortress into a giant steel cube completely covered in a layer of magmangmi
>holing in? strategy deleted, they break through everything now, including building over moats and gaps if necessary >defended hallway? deleted too, they'll stop going there and dig a better route>just use patrolling routes, UristAt least there's options to turn stuff off.
>>724867159>Invaders track where deaths and trap incidents have occurred and eventually plan to avoid themi thought this was always a thing?
>>724868489A squad of experienced dorfs in steel can steel hold against almost anything the game can throw at you. But you have to work towards those, unlike just placing a drawbridge and linking it to a lever, which is the point of this update.
>>724868738I thnk that they could scout/spy for traps and then sidestep them if possible. But shit like drowning chambers and atom smashers were undectable by the old system.I belive the new system will actually keep track of killzones, and now they have the ability to just dig/walk/build around any obstacles they detect. But some testing with the new and old system will be required to actually outline the differences.
>>724867842>job canceled: no flux>job cancelled: no pig iron
>>724867159>>Invaders can build stairs and floors.>>Invaders can break down constructions and many blocking buildings>>Invaders can bring battering rams to bash through constructions and buildings.>>Invaders can dig through natural walls (including trolls with great picks in new worlds.)>>Invaders can be lead by historical military-related position holders.>>Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.>>Invader army composition is more varied, and invaders have different behavioral roles.>>Invader can be more skilled and have better equipment.nicefinally a good updatethis is not for the steam version right? I hate the new controls and UI
>>724867159>>Invaders can build stairs and floors.>>Invaders can break down constructions and many blocking buildings>>Invaders can bring battering rams to bash through constructions and buildings.>>Invaders can dig through natural walls (including trolls with great picks in new worlds.)
>>724869851>this is not for the steam version right?>I hate the new controls and UIAnon... This is DF 53.01. It is the same game across the board. If you are playing above 47.xx, that means new UI regardless if the game was downloaded from Bay12 for free or Steam.
Wake me up when the magic update they talked about a decade ago comes around
>>724870423
>>724867159>actual gameplay changes and not just pointless fluff bullshitI'm actually impressed, this all sounds pretty good.
>>724867159
>>724870391>If you are playing above 47.xx, that means new UI regardless if the game was downloaded from Bay12 for free or Steam.that sounds quite grim, I didn't realize I was playing in such an old versionthe steam version is unplayable, I only bought it to support Tarn
>>724871367The performace improviment and faster word gen speed made me man up and adapt. I just cant go back anymore.
>>724866882Dorf?
>>724870391>>724871367Has he not reimplemented full keyboard controls yet? Fucking hell, get to work you lazy frog!
>>724872062see >>724870535
>>724868489>oh no, they're smart
Today finally comes in with an update that actually improves the game for the first time in like a decadeThank God, still waiting on the economy reactivation btw
>>724872853what aboutmulti floor rooms
>>724868489>he enjoys hiding behind puny walls instead of sending his dorfs to glorious ASCII combatleaf hands typed this post
why even use walls at this point?
>>724873972zombies giant (agitated) animalssneaking invaders
>>724867159>retard faggots can no longer shitpost about how they "beat the game" by closing all exits and planting a 10x10 plumphelmet plotHoly kino
>>724867159Is it still a royal pain in the ass to use crossbowmen?Do you reckon that this tunneling behavior will incentivize players to pivot towards building surface forts with extreme vertical profiles?
>>724868489>nooo i have to actually engage with the game now
>>724869851>>724871367>>724872062>uncs cant adaptIts been how many years now? The new versions have way better performance and qol, just man up and take the afternoon to learn it again. If you dont have autism its more intuitive than the old one. Also old controls are NEVER coming back. Its has systems and menus that simply do not exist anymore.
>>724874503Last update was about making marksdwarfs less suicidal, so i think they may actually work now.
This "game" is garbage.
>>724874554Oh shit.Is Dwarf Fortress finally going to get a proper 'you didn't beat the game if [x]' culture?Hype. Crazy it took so long.
>>724874772old goodnew badguess I'll need to adapt then....
>>724867159holy shit thats fucking amazingprobably going to be a buggy mess
>>724874503>Do you reckon that this tunneling behavior will incentivize players to pivot towards building surface forts with extreme vertical profiles?The sky is a hologram and the sun is made of gay bullshit.True dwarves never leave the earth's steadfast embrace.
>>724874503>Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.Looks like considering the changes to siege engines and ranged combat a few month ago.
>Audio updates>New song Danger Room! Plays in the lively tavern.POG
>df is getting an actual major content update that addresses the fact that you could build one mote or death tunnel and be 100% safe from everythingHoly fuck. I cant believe we're getting ACTUAL CONTENT. This is something ive wanted for a while, because i always thought that death hallways were lame as all fuck. Now he just needs to add the magic system and ill be happy with the game.
>>724867159>Reinforced walls can be made with two building material and one metal per tile. These are much more resistant to damage.What's the point of this if the enemy can just dig around it?>Inb4 line your entire fort with reinforced wallsWill the player be alerted that a random wall somewhere in their fort is being mined out?Even if they do, they need to deconstruct the wall to reach the siegers.Unless you air gap the exterior of your fort, but at that point the enemy doesn't even need to tunnel.Will we be refunded the resources in the event that a wall is broken down?At least the metal?This all seems very costly for little [practical benefit.
A bit dissapointed that elfs and the undead remain mostly unchanged, but i guess it makes sense for mindless zombies to charge into chokepoints.Only humans and gobbos have siege engines.
>>724875714fuck elves.
>>724875714Elves are total faggots who will ram 50 giant tigers up your asshole
>>724874503>Do you reckon that this tunneling behavior will incentivize players to pivot towards building surface forts with extreme vertical profiles?Dude.The enemy can also deploy siege engines.History tells us building tall is a mistake.
>>724867159so I'm guessing the meta will be to have like 3 routes into the fort the invader AI can pick from so they dont start fucking shit up to get in
>>724875714>Elves are put in the same category as mindless, shambling corpses.Feels good.Feels right.
>>724875714Yep been waiting for years for your adventures able to actually start digging down to the caverns but looks like the magic update will come first
>>724875993Nah man.The meta is going to be either:> Sky fortress> Submerged fortressProbably the former.The latter is definitely safer, but it sounds insufferable to set up.
>>724875714The next part of this siege rework will be bringing magic into sieges (slave warlocks, mages and demon sorcerers casting testicular torsion on your dorfs). Elves are supposed to compensate for their gay wood weapons by bringing giant animals, and being magicaly adept, if magic was a thing in the game. So there is a non zero chance that they will see some buffs next year if someone gaslight Toady into buffing them. Or maybe not, fuck Elves.
>>724876313I mean the meta for people who want to have fun
>>724876390>Goblin warlock casts Stone to Sand> A section of the cavern has caved in> A section of the cavern has caved in> A section of the cavern has caved in> A section of the cavern has caved in> The siege has ended.
>>724876560Losing is fun, go againe>captcha s0GGx8
>>724876529>meta for people who want to have fun>meta>want to have funThat's an oxymoron.
>>724876529Build up a cool army like they always intended. Train your troops, suffer losses, rebuild your fort. Each out of place wall filling in a dug up hole being the forts scars of battle and war. Dont hide in a gay death hallway with endless cage traps and lava
>>724876390> Elven fucks roll up> Some scraggly hermit looking mfker casts Mass Animate Wood> All the wooden furniture in my dining hall begin menacing my feasting dwarfs.>Military too busy clubbing giant elephant seals to help.> ...> Legendary Woodcutter rolls up his sleeves
>>724872062The old UI is gone.Maybe Toady might do a second pass on the new one to make it more kb friendly, but sure as hell he isnt going to maintain two different UI's.Your best hope is for him to make the interface moddable through Lua, something which he has talked about, so that some grognard can mod and maintain something in the likeness of the old UI.
>>724866882Does fps death still exist?
>>724878175>The old UI is gone.Why do they never learn.Pandering to normalfags will never work, because they already have their opinion on the game set in stone.99% of money he gets comes from people who actually like DF as it is. All he does is alienates us in exchange for nothing in return. He isn't going to win over any new audience unless he completely rebrands the game and makes an actually normalfag-friendly UI like Rimword.
>>724878873Apparently, Toady implemented multi-threading.It helps a little, but FPS death is still basically inevitable.
>>724878873It exists but in my experience it takes longer to get there now.
>>724875991>The enemy can also deploy siege engines.From the patch notes, it looks like they only have battering rams. I dont know if those will be actually used to fuck with walls AoE 2 style or only doors and other buildings.I seriously hope to see the siegers using the same kind of siege engines we have access to.And also having a fog of war on your map would be a killer, even if only during sieges.
>>724867159Do invaders still prefer open available non-trapped paths over trying to dig and break through walls?
>20 years>all Toady has done is apply a tileset and make it so enemies can destroy a wall
>>724878873It will always exist due to the open end nature of the game unless Toady hardcodes the game into being only playable on 1x1 fort, with a 50 dorfs max pop, 100 limit for pair of socks.It takes much longer now to reach unplayable levels of FPS death before you need DFhack magic.
>>724879305Presumably they'd try to path around any serious resistance not just areas flagged for traps/drowning.
>>724878873The answer will always be yes**answer may change if youre not a third worlder with a midteir cpu from 2012 or if you dont breed 10000 cats and cry that the game should handle that.
>>724879715>breed 10000 catsimagine the smell
>>724879534Does anyone know what's next on the agenda?Magic?Economy?More Siege stuff?
>>724875701I imagine it's for creating deep vaults or smaller safe rooms you can quarter your people in once the siege ramps up to actually start avoiding your surface defenses, trap hallways, etc. Or it could be a case of the AI preferring to try to break through constructed walls before attempting to tunnel blindly through the earth. They're not supposed to know where the underground portions of your fort are, after all. But just having the option is nice, even if just for roleplay. Hell I already put my artifacts in a "vault" room far away from the rest of the fort behind big iron doors so this is perfect for that.>>724876529I suspect the average fort defenses will go from being a single hard point (The death hallway) into a bunch of distributed defense-in-depth solutions. With the changes to archers and the new bolt thrower siege engine, murder holes are likely a lot more useful and you can remotely reveal/conceal them with already existing levers/bridges. You could also take inspiration from IRL siege defenses and use double layer walls, kill boxes, redoubts, motte/bailey fort designs, etc. IMO surface fort segments are up in a big way. >>724878873Depends on what you mean. Performance has been greatly improved but if you try to play with 300 dwarves then yeah the game slows to a crawl. If you're willing to keep to around 100 dwarves and use DFHack to clean up temps/misc objects every so often you can play the game indefinitely at a comfortable pace. I can get around 40 FPS with that pop level on a fairly mid-tier CPU.
>>724879534I too love being a reductionist
>>724874503>Is it still a royal pain in the ass to use crossbowmen?They were apparently fixed last update.
>>724879084>Pandering to normalfags will never workToady now has enough money to hire a second programmer, is married, and moved to the UK for some ungodly reason, so clearly it worked.
>>724880072i remember reading toady's blog ten years ago and seeing all these posts about tracking/npc relationships/etc. and then the next update came out and literally nothing new was in it and I realized he's a complete hack.
An actual update in my lifetime? Incredible.But I've moved on from the game years ago.
>>724879098>Toady implemented multi-threading.It was Putnam.
>>724880001Magic.
>>724880001Magic. In theory Magic was actually why the siege update had to come out first to delay it. Supposedly one of the major changes that Magic brings is to combat, and sieges are a big part of that. Toady wanted goblins to bring evil wizards to boil dwarves alive in their armor but you can't do that if siege AI just tries to path through the nearest open tile and dicks around if it can't find one. So now we have proper siege camps, tunnelers, enemies that can make smarter tactical decisions. More importantly, the scaffolding for enemy civs to bring civ-specific support troops is there, like goblins bringing cave troll sappers. Before you ask, no, I don't know how long it'll be. Magic has been in the works since forever and the siege stuff actually marks the second time it was delayed in favor of another update. I don't think we're ever getting the Dwarf Economy back, it was too annoying and people just avoided triggering it.
>>724881008Wasn't there supposed to be a villains part 2 update? What happened to that?
>>724880001>Does anyone know what's next on the agenda?That we know for sure:>Bug fixing for this update>Part two of siege update (magic siegers and maybe more siege related stuff)>Rework of adventure mode site buildingnon zero chance of happening during site building rework:>moddable interface through LuaPromised by Toady but to far into the future to know for sure>underground cave generation code rewrite/reworkWe just don know>Some kind of continuation for the old Villains update>Offsite battles and army control>Boats
Wtf, I just downloaded the current version and what is going on? WASD and mouse controls? What is this shit? Unplayable
>>724880437>complaining about dfs update speed in 2025Lmao
>>724881313Here gramps https://www.bay12games.com/dwarves/df_47_05_win.zip*Turns off your hearing aid device*
>>724881313What rock have you been under
>>724867159DORFSISTERS, WE'RE DOOMED. WE BELONG TO BGC
Fuck elves or fuck elves?
>>724881008Technically, a bit of new magic is already in via Adventure mode's guiding god and the quests you get from its temples. The items you need to fetch in those quests are either a physical representation of a primordial element or equipment made out of it, and using that equipment gives you an ability, like temporarily blinding someone or giving them boils everywhere (useless). There are also procedural healing fluids in the game now, which can heal any injuries and missing parts, and enemies in dungeons sometimes carry them which is annoying.
>>724867159>Basically mines of moria LOTR type battlesWHAT CAN MEN DO AGAINST SUCH RECKLESS HATE
>>724881843https://dwarffortresswiki.org/index.php/Primordial_remnant\More info on this.
>>724874896Avoiding all nigger /v/ dorf threads from now on it seems
>>724875701>What's the point of this if the enemy can just dig around it?the point is that now you actually... you know, fight the goblins and stuff?I always hated knowing that I could just put 1 wall in my main entrance and that would deter 99.9% of the beasts and invaders of the game, isn't the fun of the gaem watching your hammerdorfs smashing everyone?
Damn there goes my nice fort. What technique can be used that doesn't mean sending out an undertrained army?
>>724880619Based dorf enjoyer
>>724869394so as long as you shift your killzone every attack they will fall for it? I feel like you can game this by building many disposable drowning chambers
>Game turns into warhammer 40kHow do I counter this though?
>>724880001From Bay12 DF Development notes last update from Feb 12 of this year. Of course some this shit has been crossed out already making this thing is slightly outdated. And also lets not forget to add the Toady factor to this.https://www.bay12games.com/dwarves/dev.htmlUpcoming DevelopmentWe're aiming now for a series of shorter releases mainly covering material from our 2020 notes (which were compiled prior to the Steam/itch graphical release.)After a bit more bug fixing, the first releases will cover Fortress mode siege improvements. We will give siegers more tools and the ability to plan and learn. The release will also push the addition of magic forward in this process, and offer the first Fortress mode abilities to interact with magic systems (beyond what people have already done with necromancers and mods.) Here are some possible changes, none of which are guaranteed, but which we are aiming for:>Allow siegers to plan and learn, tracking where deaths occur and using alternate routes>Properly equipped siegers should be able to build, demolish and dig (default on, can be turned off in difficulty settings)>Kidnapped humans and dwarves should be more interesting - warlords and demon-trained sorcerors focused on siege warfare and infiltration (for now)>Temple/etc.-based defenses for any magic that proves too annoying to combat with soldiers>Ranged weapon/squad fixes>Changes to defensive siege weapons to make them more useful>If ranged weapon changes remove the delightful effect of fast-shooting crossbows, add a repeating defensive bolt thrower emplacement that uses regular bolts>Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts>Make megabeast and kobold attacks more functional and interesting1/3
>invader themehttps://www.youtube.com/watch?v=M8b77e9_0AQ&list=RDM8b77e9_0AQ&start_radio=1
>>724882797>Fix and improve underground civilization attacks (as far as we can without future map changes)>Anything from Combat Flow and Combat Styles (see below) that comes up, also a notion of reach>We've promised Adventure mode site building as the first major Adventure mode feature post launch, since it used to be in the game but didn't make it in for the graphical version. This is still the plan, and we'll take care of it after Fortress mode gets some attention with the siege improvements above. In order to further motivate this for everybody, we're planning a foray into cross-mode play and Adventure mode crafting here. Details will follow as we get closer and select our direction.Putnam has completed a rewrite of the modding system which uses lua scripting. The old modding format still works, but now formerly hard-coded features like forgotten beasts and vampiric curses will make their way out into moddable text files. Since it's a large change under the hood, it will require testing on a beta branch. This will occur sometime during the releases above, most likely.Post siege improvements, we'd like to start some map rewrites and additions to get us prepared for a more magical and procedural future. These will focus on the underground, so that Fortress mode is impacted significantly, but there will also be changes aboveground. We'd also like to further differentiate the existing natural biomes beyond anything magical or strange we add.2/3
>>724882869Prior to the Steam/itch work over the last years, we were working on villains, and left quite a bit of work on the table. The villain "arc" was conceptualized through large releases spanning months (or more), a model we're trying to avoid now, but we'd still like to chop this arc and the army warfare improvements we had in mind into manageable pieces. After the siege improvements are done, and we've made some additional progress, we'll revise this page to see how these additions will be incorporated. The ground is going to shift beneath us as lua and other changes come in, so it's hard to say now what will come first.And of course, we'd like to start bringing more and more myths and magic and world changes into the game, probably through the avenues of covens and religion, but we'll see how that develops as all of the above progresses, since it will be important to be flexible. Fortress starting scenarios and civilization improvements are also still in the mix here. The 2020 notes below continue to provide a fair outline of the work we want to do:3/3>>724882682I'm pretty sure there is a WHFB mod on the workshop. I heard Ogres are OP and they tend to kill everyone during world gen.
>>724882543Submerge your fort in lava.Or if you're some kind of beardless sissy you can use water instead.
>>724866882I'm almost getting the Still to work. It still says I have no Empty barrel even though this barrel looks empty but eh..someone will bring another barrel and it'll work? I hope? Very hard game.
>>724880720Who the fuck is AlexandraI haven't kept up on this shit for years.It used to be just Tarn and his bro who drew cute pictures for donators
>new update makes elves even worse and less viable LMAO GET FUCKED TREE HUGGING FAGGOTS
>>724883802They hired Kitfox and give them 20% so they can write Steam news reports once a month. They also have a programming tranny who is responsible for 99% of anything good code-wise since coming to Steam.
>>724882543How about you.. get this... train a fucking army
>New bolt thrower siege engine. These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.>Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.We're chu no ku maxxing, I hope the dwarves aren't too autistic about properly loading the bolt thrower and that the new siege engineer job means they won't panic because they see a goblin 30 tiles out.
what about multi core/thread support?
>>724880325That's because his existing playerbase bought his game, I never sent him any money, but I bought steam release, just like lots of other people did. Normalfags never cared and never will care about DF.
>>724883905>trannies bad>but a tranny is literally saving df from its own creatorsMy binary world view cant handle this bros. But seriously, why the fuck its toady unable to actually implement the crap he wanted to. Its been 20 years. Youd think hed learn to code by now
>>724883802Toady now works with Kitfox because of Zach's wife's connections. They have the artists responsible for all the new sprites, Alexandra the community manager who makes these Steam posts, and probably some other people I can't think of right now. Also, there is a second programmer Toady can now afford to hire due to the new money, who also happens to be one of the main DFHack people. He's been doing code cleanup, multithreading, and now exposing source code as Lua for the modders (like in Factorio). Also, having to work with other people finally made Toady start using a version control system.
>>724884001Thats been added years ago. No its not going to save you from having 500 dwarfs and 100000 pets and live stock + everything else fucking about
>>724883908I do. But its obviously not enough against shrek and his green midgets
>>724882543Sieging armies still have to set up, and it'll take time for them to dig through your physical defenses. The reworked siege engines like catapults now having proper arcs and AOE damage via rocks shattering into shrapnel means you can have some active defense, even without a proper military. In theory, with enough of counter-artillery sitting behind your walls you could drive off a siege camp before they get very far. That said, you'll almost definitely need to train and equip actual defenders. If that's too much you can turn most or all of this off via settings.
>>724884240Toady is former basement dwelling, self thought programmer with no professional coding experience that I know of.Putnam mostly has some kind formal coding education and professional experience. Yes it does makes that much of a difference.
>>724884170I'm a normie and I bought it. I've even had some fun in Adventure mode, which I couldn't do before since the UI was completely impenetrable to my comprehension.
What the fuck happened with the controls holy shit when I said I wanted the ASCII version to be overhauled I didn't mean it like this , this is fucking unplayable how did no one put up any resistance to this change wtf
>>724866882who do elves ingame now look like jamaicans ?
>>724884560Or you could just settle on a remote island, but where is the FUN in that?
>>724884835I only really see it on the one in the middle right. The rest look as expected for elves.
>>724884968the first default sprite was way better than whatever came after
>>724884780Your post implies you played fortress mode, which places you in existing playerbase.
>>724884642>some kind formal coding education and professional experience.>Yes it does makes that much of a difference.Welp theres goes my ambitions to be an indie dev
Adventure mode is such massive dogshit nowadays>a trillion dialogue options, none of them do anything>settlements are massive and complex but it's all still meaningless copypaste>can't even find a single "kill a golem" quest to do without jumping through a billion hooks and trying to find vaguely described needles in a haystack
>>724884560I'm trying to think of creative ideas. Do catapults work indoors and can be launch from within outwards? I might just create a wall with and paint in with crossbows and arrow machine and ballistas
>>724885548Might as well add quest markers and shit and actually have those quests pay out with an item. It would be nice
>>724884835>modifies creature_standard.txt to remove all non-white skin colorspsh, nothing personnel, kid
>>724882797>>724882869>>724882969So to recap, Toady wanted to implement a bunch of new siege mechanics, which we now have. He also wanted to re-write some of the underlying code to be LUA script compatible, which we got a while back. There were also plans to improve siege engineers and archer squads, which have had some long standing issues. All of this stuff is basically here.What's still missing is the continuation of the "Villain Arc", like kidnapped humans/dwarves being turned against their former civs, the cage trap improvements, and megabeast/kobold attacks being made "more interesting". AFAIK larger enemies don't have any special reach in combat. This stuff is relatively minor, and the villain/temple defense stuff probably has to wait for Magic proper. But it seems like the post-siege stuff is going to focus on bringing all the missing Adventure Mode features to the new graphical version.
>>724879562>due to the open end nature of the gameNo you fucking retard, the game isn't laggy because it's open ended, it's laggy because of the decades worth of technological debt. Competent studios who are capable of opening the wikipedia page for "pathfinding algorithms" can and do create much more open-ended and technically intensive games than DF.
>Enemy is on fire (or is fire)>Units stand around and do nothing>Chaos ensuesis bullshit, man.
>>724885450Smashing shit code on a engine to make janky small vidya is easy. If you had the patience to learn how to draw, you have no excuse to not learn how to code, because it is that much easier.But you have to start somewhere before you can start tackling on bigger projects.
>>724884796Have you been living under a rock?
>>724886762this game's peak was about 15 years ago, anonis it really that surprising that so many people haven't played it since?
>>724867159>people praised dwarf fortress for 20 years>it took them 20 years to enable enemies digging through walls to assault a fortlol
Has anything come from the lua mods being allowed?
>>724886863I mean with how much hype and coverage the steam release got with its main selling point being an overhauled normie friendly(but not really) ui yes im suprised people are still bitching about it years later rather than just taking the afternoon to relearn it like they would have told people who bitched about the previous ui to do.
>>724887113The only real issue I have with the new UI is that creating multiple jobs directly from a workshop is much more tedious. Though I've switched to using work orders pretty much exclusively now.
>>724887113>not reallyisn't it? As someone who couldn't into ascii, I thought the tutorial+UI was pretty good in making it playable.
>>724887402Everything is slower with the mouse vs using the keyboard.
>>724882543Training an army and engaging in a campaign of raids to prevent the Green Hoard from gaining a foothold.
Any drawbacks to starting in year 5? I always liked the large amount of beasts etc. But in the new version it says that some features might not be available in young worlds. Is that bullshit?
>>724888261Maybe it just means seiges being led by historic figures or races not having time to tame random animals for war. Probably just stuff like that
>>724888261It might affect the intensity of sieges since there will be way less sites and population and those things have impact on sieges. Also no necrotowers.