Dwarf Fortress 0.40.01
bay12games.com
bay12games.com
Dwarf Fortress: The Detailed Roguelike That’s Easy To Play
http://www.rockpapershotgun.com/2014/04/16/dwarf-fortress-th...
>Dwarf Fortress is famous for producing anecdotes by the minute. The two-man, twelve-year, donation-funded indie project weaves together procedurally generated geography, civilizations and histories to create a rich fantasy world. It simulates its characters – standard fare like dwarves, elves, goblins, etc. – down to the most minute detail, and when all its systems combine, the results are often hilarious, occasionally tragic, and always surprising.
>It’s also blissfully easy to play. The game is free to download and easy to install, the UI comes with a detailed and handy help system, and there’s a community wiki full of guides – not that you’ll need them. I started from scratch last night and was having fun immediately.
>This whole experience has taken around twenty minutes, and while it’s a shame Akan Seasonveiled didn’t get to see more of her homeland, the experience encapsulated much of what I love about Dwarf Fortress. I discovered a town, talked to people and formed a posse. I went on a dynamically generated fantasy adventure and slayed a grim beast. I discovered a camp of travellers out in the wilds, had a tense and hard-fought combat encounter, and finally met my own grisly end. It was exciting! It was just a tiny taste of this world, but I’m itching to go explore more.
I actually enjoy simply generating worlds and looking through the history afterwords... even easier.
The Lazy Noob Pack is also of great help. One will probably have to wait for it to be updated for the newer version of DF, but one can begin with the previous version of DF and update when it's available.
Try figuring out the military system on the first read-through, for example (or even without a read-through!). It's flexible and makes sense... after you've come to grips with it... and there are a lot of moving parts and tweaks for any kind of military deployment. DF in 'Dwarf mode' is one of the poster-children for games with steep learning curves.
But once you master it, you're draining the oceans, trapping whales in lead cages, and rocketing them down the steep slope to hell on minecarts as a kinetic demon-slaying weapon of choice. Or something like that :)
And yes, people can be very creative. Farming various rare creatures (possibly via draining oceans), creating orbital magma cannons that can target any part of the world, conquering hell, creating mechanical calculators that operate on magma where an "overflow" error results in a literal overflow of magma...
You don't see that in many games. But there aren't many Turing complete games out there, either. I think Minecraft & Starbound are the only big ones, though I'm not sure if Terraria is or isn't.
Mind giving the gist on how that's done?
Isn't Little Big Planet Turing complete?
Not sure about LBP as I haven't played it. I was hoping wikipedia would have a list of Turing-complete games but I can't find one.
http://beza1e1.tuxen.de/articles/accidentally_turing_complet...
However, SpaceChem apparently is, but I am not sure that counts.
I was never able to decipher the military config screen. I rely on traps and animals (once I managed to have tigers!) to repel the first small invasions. Then I have Fun.
I mean, it's not intuitively consistent, but basically there are navigation controls with or without having a selection cursor on the main screen (which is usually where the difference is, since navigation and some of the selection keys overlap).
If you look through the keybindings, there are "move selector / cursor" options and then secondary options for all of those, and that's more or less what they map to.
"Fun" in dwarf fortress usually refers to losing violently.
All of EA can produce a game where the tiny people pee their pants instead of using their own toilet. Two guys at Bay12 can produce a game where tiny people can have both arms snipped off by a monster with crab claws and still kill it by choking it out with their legs and then biting its head off.
The Sims let you train your stats with mirrors and home gyms and bookshelves. DF lets you train stats by stabbing people with lever-operated spear traps, dropping live puppies onto their heads, forcing them to drown for short intervals, and making them wrestle with naked goblins.
And all it costs is a voluntary donation to support a grand total of two people.
It's ~430 kg/m^3 dry and this was determined empirically by players.
EDIT: Fixed units.
It's only thanks to DF that I know things like this.
I believe lignum vitae is just about the densest commercially available wood. Definitely sinks.
That said, what actually prompted the raws to get updated was this: http://imgur.com/EPtgt
And the jokes on that page will only make sense if you play DF.
You can see an example of what they look like here, on the DF wiki - http://dwarffortresswiki.org/index.php/v0.34:Saguaro/raw
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Density was determined experimentally. Contact Uristocrat for a sample if you want to verify this yourself. A 6g (+/- 0.1g) piece of dry Saguaro wood had a volume of approximately 14 cm^3 (+/- 1 cm^3) [SOLID_DENSITY:430]
Is there a typo in the hyperlink?
http://6thfloor.blogs.nytimes.com/2011/07/29/the-fine-art-of...
http://arstechnica.com/gaming/2013/02/dwarf-fortress-ten-hou...
Warning, you may spend the rest of the day reading it...
By taking those sacrifices we now have a game to behold.
I'm excited to try the new features.
Even simple sprite graphics would require to be created/modified/maintained at every modification, thus increasing the barrier/cost of such changes and causing less changes/experiments to be done.
Currently, the author publishes the changes, and fan spritepack maintainers do all the work of maintaining those sprites and their relation to the raw datafiles - it's a lot of continuous work; if Toady would have to do all of it himself then it wouldn't scale.
Instead of "our generation", I would say "spectrum" generation (people born from early 70's to early 80's). I wish I had this work of art when I had the time to play computer games.
As a metaphor I would compare this game to high-cuisine and a 3D intensive game to fast-food.
Apparently the entire dwarf motivation system has been redone, so almost every aspect of the game will be changed. I am looking forward to all of the bugs, especially the ones relating to trying to wash difficult to reach areas with globs of sentient-fat soap.
I highly encourage anyone who likes extreme detail and gaming to check out DF. DF is probably one of the most creative and most fantastic games ever made, and certainly one of my top five games of all time. The learning curve is easy enough to climb if you watch a series of youtube tutorials and have a mentor to ask questions to. Once you've got the basics down and can build a fort without flooding it or having a tantrum spiral due to not enough rum, then the Fun really begins. The minute to minute can also be very entertaining. I laughed really hard when one of my elite militia captains went into a martial trance while fighting off an invasion of goblins and promptly gave birth to a boy while still swinging her axe.
Sums it up I think.
I remember waiting for the very first version of Dwarf Fortress. I think it wasn't even known as Dwarf Fortress back then, just "the dwarf game". Bay 12 Games was virtually unknown, with several quirky games to its name, and a dozen or so fans on the forum. There was a thread where screenshots and videos of the upcoming game were posted. The full scope of the game wasn't revealed back then: the fact that adventure mode even existed was a total surprise, and so was the fact that it's a sequel to Slaves to Armok. The first announcement was posted on Usenet. Good times.
If you're referring to updates on the state of development, this is resoundingly untrue.
Toady makes multiple entries every week, commenting on things happening, bugs found, and havoc discovered. He's done this consistently since I started following DF, around 6 years ago.
http://www.bay12games.com/dwarves/
Edit: I should also point out that the brothers are also active on the bay12 forums, conducting monthly Q&A sessions about DF's future, as well as posting monthly donation numbers. There is a DF podcast on which they appear frequently to boot. I mention all of this only to stress that despite DF's odd, irregular development cycle, the Adams brothers are among the most communicative and forthright of dev teams out there.
Edit edit: The above takes into consideration that the devs' communications, updates, changelogs, etc., are just as unorthodox, non-standard and charming as DF itself, and often make for as much entertainment.