domenica 13 luglio 2014

Una brutta sorpresa al risveglio (e 0.40.02)

Ho il leggero dispiacere di comunicare che tinypic ha pensato bene di cancellare tutte le immagini uploadate sul mio blog, molte le ho conservate e pian piano le rimetterò online... Avviso giusto per comunicarvi che sto facendo di tutto per non far morire il blog.

Inoltre Toady ha già apportato numerosi fix nella nuova versione 40.02 elencati qua sotto:


Major bug fixes

Stopped autosave features from corrupting worlds (thanks to everybody that helped sort that out so quickly!)
Made the game not crash when talking to a deity or shouting out in the wilderness Fixed a crash from trying to actively block in the adventure attack menu
Fixed the size bug where 9 of 10 young critters did not grow up beyond baby size (thanks Urist Da Vinci and so many others for all the work on that! I'd thank you all properly if I could do the archaeology to figure out how it was sorted out...)
 Fixed a crash that came sometimes when asking about the position of site forces
 Stopped a freeze that happened when swimming in deep water (that is, it locked up, not the part where you get encased in ice...)

Other bug fixes/tweaks
Fixed the tracking key in the SDL version so you should be able to do that with capital K now
Added the short wait button to the adventurer manual -- you can use , instead of . to wait for one instant
Made quarry bushes process to an edible leaf properly
 Typo when impersonating divine being

mercoledì 9 luglio 2014

DWARF FORTRESS 2014

E dopo circa due anni di attesa, ecco la nuova, incredibile, release di Dwarf Fortress che arriva alla versione 0.40.01

http://www.bay12games.com/dwarves/

E per ora purtroppo è tutto. Mi scuso con tutti i lettori se in questo periodo non ho praticamente curato il blog o partecipato attivamente al forum di Carb ( che trovate a questo indirizzo) ma nell'ultimo anno ho avuto... casini vari, non entro nei dettagli.

Tornando a DF, i più coraggiosi possono già scaricare la nuova versione dal sito ufficiale, ma sicuramente ci saranno presto i primi fix e aggiornamenti sui numerosi bug che stanno già segnalando i nostri colleghi d'oltreoceano sul forum ufficiale.
It seems you shouldn't try to talk to your deity (crash) or block an attack (crash), and there are other crashes associated to having a fort that are under investigation. Having a larger world causes the calendar to lag a great deal (which also affects fort FPS) -- I have several angles on that, and until then trying a smaller world with a shorter history can make it go faster. There are other issues, like flying animals falling out of the sky, mystery babies appearing all over the place, no dwarf-sized equipment in places where it should be, cordial night creatures... I'll try to nab as many of these as possible as we go. It shouldn't be very long before the first fix release is up, depending on how long it takes to squash the worst offenders.

Come si può notare sul primo post di Toady One, già hanno individuato le prime cose da sistemare, auguro a entrambi i fratelli Adams un buon lavoro e una buona estate a tutti voi.

martedì 3 giugno 2014

Dwarf Fortress 2014 (nome provvisorio anche se probabile)

Finalmente l'oracolo ha parlato, presto, tra meno di due mesi probabilmente, metteremo le nostre zampacce sulla nuova versione di Dwarf Fortress.

Ecco il changelog con tutte le novità aggiunte:

This is the changelog for the version of Dwarf Fortress following 0.34.11th
Release was originally predicted March 2013**, now expected June 2914. (lol note by Raven)



Combat and Movement*

• Movement and Attack speeds have been split
• Reaction moments (catching a swung fist)

Lethality reduction
• No immediate enemy recognition in cities to avoid fights to the death on the street
• Conflicts and conflict levels are tracked (lethal/nonlethal)
• Critters can enter a state of terror from lethal battle, especially if they’re likely to lose
• Enemies can surrender
• Draw and sheath weapons
▬ People in cities won’t appreciate it if your weapon is out.
• Mode can be switched to non-lethal in object testing arena


Sneaking
• Sound indicators/vision cones
• Running, creeping, walking, sneaking, as opposed to just walk and sneak
▬ Need to accelerate
▬ Sharp turns slow you down
• Vampires can sense creatures with blood.
▬ More generally, tags to sense arbitrary creature classes
▬ can be attached via interactions/syndromes


Tracking
• Creatures leave tracks as they move unless they fly or are ghosts
▬ Track descriptions depend on what  left the track - feet, boots, turbans...
• Tracks can be found in their own vision mode

Climbing*
• Climb up to branches, walls or down to ledges
• Can't climb smoothed walls or ice walls

Jumping*
• Can grab onto tiles when jumping or falling



Entity sites

Demons
• Due to spoilers, Toady has revealed nothing about demon sites beyond that he has added them. Sites will contain ample amounts of randomly generated features however.

Goblins
• Central tower with pits and tunnels underneath
• Connects to first underground layer
• Trenches, tunnel entrances, watchtowers
• Prisons with prisoners and snatched children
• Troll-shearing pits

Elf sites
• Orchards
• Trees with canopies as much as thirty tiles wide

Dwarf Sites
• Hill Dwarves - farms and settlements on or near the surface
• Fortresses - connect surface and first cavern layer
• Deep sites - farms and settlements in the first cavern layer, below mountains
• Noble Hierarchy - the king rules a few dukes who each rule a few counts whose barony often includes a few towns with their own mayors.
• Player fortresses can now be non-destructively retired.*
▬ Retired fortresses behave as NPC fortresses but retain other information
▬ Retired fortresses can be reclaimed.

Other
  • AI can now reclaim sites ruined during worldgen. Both during or after worldgen.
  • All megabeasts can now attack and sometimes occupy civilization sites.
▬ These occupied sites cannot be reclaimed by the AI, but can by the player.*
▬ Retired fortresses can be reclaimed.
  • Civs will now continue to build settlements after worldgen, with some limitations. No roads or markets will be made in these post-worldgen sites
  • Armies inhabiting foreign conquered sites can now alter the sites to some degree.
▬ Goblins will begin building trenches and small towers “in human villages, elf sites and dwarf hill sites that have been taken after some time passes”

Entity Groups  

• Armies now exist on the world map and move about during play, and you can encounter their camps.
• Bandits harass townspeople
• Invaders cause mayhem in conquered sites
▬ Destroyed buildings, killed historical figures, things impaled on upright weapons...
▬ Killing their leader should often get them to leave
• Invaders have camps with tents for soldiers and large tents for their commanders.
• Commanders chased out of their camp try to return due to their responsibility Soldiers patrol the camp, raise the alarm
ities
• Townspeople no longer know exact positions of lairs
• Entities have various “claims” to sites, rather than outright uncontested ownership every time.
• Goblins will hunt down a civilization’s leaders and kill them, instead of just slaughtering indiscriminately.

Heritance
• Entity positions will be inherited as they do in worldgen.*
• Anyone who gets too old (as defined in the raws for their species) dies.
• Conceptions occur periodically, and schedule a birth to be resolved at the appropriate time.

Personality and Conversation

Personality*
• Dwarves, and other sentient beings, now have personal values which are based on their cultural values but may deviate.
• Dwarves now have traits which may not be value-neutral.
• Dwarves will have “dreams” or life goals
▬ creation of an artifact
▬ taking over the world.
• People react to death depending on their personal traits
▬ may applaud or call you a murderer and spit at you

Conversation revamp
• Time no longer paused while talking
• Rumors will spread among NPCs, which they can then relay to you.
• Townspeople may lie to you, if their personality supports it.
Other
• New opening paragraph in Adventure mode depending on your starting situation.
• Companions now join for specific purposes, and will leave afterwards.
• Invaders can now jump and climb when assaulting a fortress. Some limitations apply*.  

Multi-tile trees*
• Falling leaves and fruit
• Item clouds/spatter
• Flowers

lunedì 10 giugno 2013

Non sono sparito (e due)


Giusto per dire che il Blog è ancora vivo e vitale, anche se ultimamente ho avuto tempo zero di scrivere...

Purtroppo non so quando avrò il tempo di rimettermi a scrivere tutorial, ma finora le cose vanno abbastanza bene e il blog si dimostra utile, buona fortezza a tutti :)

giovedì 11 aprile 2013

Tanti auguri Dwarf Fortress Italia


Circa un anno fa intrapresi questo lungo viaggio per trovare un luogo dove creare una nuova fortezza, viaggio ben diverso dai precedenti visto che ha riunito molti altri compagni, nani, umani ed elfi e altre bestie, con la medesima passione per la disfatta massacrante e spietata; losing is FUN, ancora per un altro giorno, ancora per un altro anno, ancora e sempre finchè il progetto andrà avanti noi saremo qui, a spaccare pietre, scavare canali, costruire ponti e difenderci dai goblin con le fidate balestre

Dwarf Fortress prosegue il suo viaggio, e noi con lui.

Grazie a tutti quelli che ci hanno seguito finora e che continueranno a seguirci.

=)