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Dwarf Fortress 0.42.01 released

bay12games.com

81–90 of 172 posts

Re: Dwarf Fortress 0.42.01 released

#81
post #8

For anyone who is thinking about giving it a spin for the first time, do yourself a favor and don't get this .01 version. Either wait for a few patches or download the far more stable and mature 0.40.24 ( http://www.bay12games.com/dwarves/older_versions.html ) Dwarf Fortress is basically a perpetual beta with lots of major bugs as it is, but especially brand new major versions like this one usually have multiple game…

> It would be a shame if people willing to give it a try would give it up due to the poor quality of the initial release of a new major version. I appreciate the intent but when, in the same message, you say: > Dwarf Fortress is basically a perpetual beta with lots of major bugs as it is, but especially brand new major versions like this one usually have multiple game-breaking bugs, including crashes, corrupted saves…

Is there a beta vs alpha scheme for the versions that would designate a good "starters" release?

Re: Dwarf Fortress 0.42.01 released

#82

Does anyone know enough about how this game works internally to know if alternative interfaces and presentations are possible? I'm blind, and have wanted to play this game ever since I heard of it years ago. I used to play console-based roguelikes, and while they were a bit slow to interact with, RLs were a refreshing tactical change from text-based IF. Reading lots of DF stories would suggest that there's some sort…

Answering my own question:

Google led me to an 8-page forum thread on the subject. Checking it out now, and spinning up a Vagrant VM to play with the Linux version's text mode (it segfaults for me under Windows, unfortunately.)

Re: Dwarf Fortress 0.42.01 released

#83

Does anyone know enough about how this game works internally to know if alternative interfaces and presentations are possible? I'm blind, and have wanted to play this game ever since I heard of it years ago. I used to play console-based roguelikes, and while they were a bit slow to interact with, RLs were a refreshing tactical change from text-based IF. Reading lots of DF stories would suggest that there's some sort…

As for audio cues, I do know there is a system called SoundSense which does exactly what you suggest: http://df.zweistein.cz/soundsense/

Sweet, I will check that out. Thanks!

Re: Dwarf Fortress 0.42.01 released

#84

Earlier quoted context omitted.

I'm pretty sure many people would gladly take a ~$5k per month job doing something they love with no boss.

Less would take a ~$2500 per month job (it’s two people).

I seem to remember them saying Zach did mostly other things nowadays, but I can't find a link.

$30k per year each is still pretty good tbh

Re: Dwarf Fortress 0.42.01 released

#85
post #5
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

How would this be substantively different from Muds?

It is single player or SUD.

Re: Dwarf Fortress 0.42.01 released

#86
post #71

Does anyone know enough about how this game works internally to know if alternative interfaces and presentations are possible? I'm blind, and have wanted to play this game ever since I heard of it years ago. I used to play console-based roguelikes, and while they were a bit slow to interact with, RLs were a refreshing tactical change from text-based IF. Reading lots of DF stories would suggest that there's some sort…

how did you worked out the maze map of nethack?

An old 90s-era laptop with a monochrome display whose brightness I could turn down to 0, a screen reader that let me arrow around all the tiles, and a bunch of long boring high school classes where teachers thought I was such a diligent student, always taking such great notes.

:P

Re: Dwarf Fortress 0.42.01 released

#87
post #14
post #2

This is why text-based games are king. One dot release and we're seeing a mountain of new features. I've always dreamed of getting together a big budget to make a text adventure (e.g. Zork) of incredible scope, both in depth and "interactibility" -- a complex object typologies system, bring in learning chat bots for NPCs, and a system where users can add new objects, rooms and descriptions while they play, a complete…

> One dot release and we're seeing a mountain of new features. A "dot release" (who really cares about numbering schemes?) that took ten months and included a number of incremental and ultimately minor features--yes, they sound very cool, but having played it last night they don't change the way the game plays all that much. I like games like this quite a lot, but this is the same cheetodusting that makes people take…

> this is the same cheetodusting that makes people take Linux-on-the-desktop people with all the unseriousness they demand.

FWIW I've been running a Linux-only desktop for over sixteen years. I honestly think that it's pretty close to being usable by nearly anyone, and I don't think that's an unserious opinion. It's certainly usable by — and useful to — anyone technical, and that's not an unserious opinion.

Re: Dwarf Fortress 0.42.01 released

#88
post #8

For anyone who is thinking about giving it a spin for the first time, do yourself a favor and don't get this .01 version. Either wait for a few patches or download the far more stable and mature 0.40.24 ( http://www.bay12games.com/dwarves/older_versions.html ) Dwarf Fortress is basically a perpetual beta with lots of major bugs as it is, but especially brand new major versions like this one usually have multiple game…

Against my better judgment I downloaded this and started it up. World-gen seems to be crashing more than half the time (but not every time). Then it crashes most of the time in the "Updating World" phase when you try to start a game, before the embark site selection screen. When I did get it to embark, it crashed in the first minute. So, yeah - wait for patches.

What the game actually crashing or was world gen just restarting with a different seed?

World gen works with different parameters and will scrap worlds that are generated with in compatible conditions (e.g. There aren't enough evil biomes to support the minimum number of goblin fortresses).

Re: Dwarf Fortress 0.42.01 released

#89
post #4

It is unfortunate that a game as famous as Dwarf Fortress only makes so little in money: http://www.bay12forums.com/smf/index.php?topic=152358.0

I can't find a reference right now, but I believe Toady has turned down large offerings from Notch, among others. He seems to believe that too much money would take away from what he's doing.

I think it's best to think of Toady like a crazy man building a cathedral down the road, single-handedly, using only tools he made himself. We can only sit and watch in awe and appreciation as the cathedral takes shape. And support him on Patreon, I suppose. :)

Re: Dwarf Fortress 0.42.01 released

#90

Earlier quoted context omitted.

Serious question. Why would it not be easy?

There are still a lot of employers who see time spent on your own venture as a gap in employment history. I mean, I guess it literally is, since you aren't an "employee". But they completely discount any applicable experience during that time.

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