Dwarf Fortress har fått ny versjon

Er ikke ADOM avansert nok for deg? Nå har den etterlengtede Dwarf Fortress-oppdateringen kommet ut.

Det absurd store strategi/roguelike-spillet Dwarf Fortress har fått en svær oppdatering, som utviklerne har brukt store deler av året på å utvikle. For en utenforstående som meg selv er det vrient å få et skikkelig inntrykk av hva som er nytt i dette enorme spillet, men mye av utviklernes fokus ser ut til å ha vært på tavernaer og, vel, drikking.

I Dwarf Fortress starter du med en håndfull dverger, og må bygge en mektig festning der de kan overleve og trives. Men du lever i en farlig verden, og snart dukker den ene trusselen etter den andre opp. Selv de mektigste festningene ender til slutt opp som ruiner.

Spillet ser kanskje rimelig simpelt ut, med sin tegnbaserte grafikk, men det simulerer alt fra stjernehimmelen til hvordan blodet fra døde dverger renner på bakken. Når alle de simulerte systemene møtes, skapes dynamiske og uforutsigbare situasjoner som sikrer høy gjenspillingsverdi. De dynamiske systemene resulterer også i merkelig fascinerende spillhistorier. Den mest kjente er kanskje Boatmurdered. Matul Remrit er også å anbefale.

I tillegg til hovedmodusen har spillet også en eventyrermodus, der det minner mer om et tradisjonelt roguelike-spill (som for eksempel ADOM). Dwarf Fortress er gratis (men skal jeg dømme etter hvor avhengige folk blir, er det mulig det krever sjelen din).

Her er en delvis liste over nyheter:

New stuff

  • Ability to designate taverns, temples and libraries in the fortress
  • Taverns and libraries also exist in adventure mode and world generation
  • Tavern keepers can serve drinks in both modes, goblets can be used by dwarves to drink (in taverns or otherwise)
  • Performances include stories, poetry, music and dance (you can view activity descriptions from the unit/job list)
  • Art forms are randomly generated for each civilization
  • Instruments are now all generated, instruments can be used in both modes
  • Most instruments are constructed from multiple pieces using different materials
  • Personalities and values lead to needs which can be met by various actions in both modes
  • The fort has visitors, residency petitions and eventual citizenship, including non-dwarves
  • Tavern visitors include mercenaries, monster slayers, bandits, diplomats and performers
  • Can set details for clothing/armor jobs to make them for other races that can equip items
  • Monster slayers can petition your fortress to go down and fight monsters once you discover the underground
  • Performance troupes are active in world generation and into play, visiting the fort, can be formed in adventure mode
  • New knowledge system divided into nine branches (though it has very few practical effects so far)
  • Fortress scholars can advance knowledge, form master-apprentice relationships and write down their findings
  • Fortress scribes can copy works in your library
  • Scholars can visit your fortress libraries, bringing knowledge from around the world
  • Devoted historical figures can visit your fortress temples
  • Three forms of writing material: papyrus sheets, paper sheets and parchment sheets
  • Papyrus sheets are made directly from the plant at the farmer’s workshop
  • Paper is made from pressed slurries (start at the quern/mill, then go to a screw press)
  • Parchment is made from hide and milk of lime at the tanner’s (bake quicklime at a kiln, then make milk of lime at an ashery)
  • Sheets are used to make quires or with rollers to make scrolls — these are then used for writing
  • Quires can be bound into codices with bindings after they contain writing
  • Dwarves read books in the library (they don’t need to be scholars)
  • Values can be passed in writing (both modes) and through adventure mode arguments (uses some conversation skills)
  • Animal people are playable as adventurers, arrive as fort visitors and sometimes live in towns in (playable) populations
  • Children play with toys now, and they can also play make believe, in both modes
  • Personality can be customized/randomized in adventure mode, appearance can be randomized as well
  • Temples can be defiled in both modes, dwarf temples can be assigned to particular gods
  • Adventurer can rent rooms in inns
  • Adventurers can compose new poems, music and dances
  • Adventurers can write material down on empty quires or scrolls
  • Alcohol causes inebriation, erratic behavior, unconsciousness, death
  • Festivals occur in world generation, though we haven’t gotten them out of there yet
  • Dwarves will wear trinkets again

Major bug fixes

  • Fixed some army pathing issues
  • Goblins have mounts again
  • Fixed long-standing flow bug with unit occupancy
  • Stopped some issues with brawls escalating to non-lethal

Other bug fixes/tweaks

  • Looking at reaction screen for redded-out reactions in workshop will indicate missing reagents now
  • Fixed inversion problem with half of the child/parent conversation thoughts
  • Lots of historical figures that weren’t around from the beginning didn’t have deities when they were supposed to
  • Allowed site finder to look for 1×1 sites
  • Human civilizations now have randomized values
  • Added ability to set invasion wave cap size

 

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