我的世界islandworld手机版点击创建世界后显示出了 My world canit be opend什么什么得英文

相关词典网站:对于莎士比亚来说,他的悲剧似乎比喜剧更加有名,但是对于我来说还是喜欢从高兴开始。莎士比亚可以算是有史以来世界上出色的戏剧家。就当我翻开《仲夏夜之梦》时。印象是打开了一部悲剧。但好像的所有的高兴似乎是在悲剧之后才能诞生,余秋雨说过真正伟大的不是悲剧,也不是喜剧,而是那些悲喜剧,让人留着眼泪血含着笑读完。的翻译:For Shakespeare, and his more famous tragedy than comedy, but for me it is like starting from happy. Dramatists of Shakespeare can be regarded as good in the world ever. When I went to a Midsummer night's dream,. Impression that opens up a tragedy. But like all happy seems to be the tragedy before b 什么意思?中文翻译英文,英文翻译中文,怎么说?
青云英语翻译
对于莎士比亚来说,他的悲剧似乎比喜剧更加有名,但是对于我来说还是喜欢从高兴开始。莎士比亚可以算是有史以来世界上出色的戏剧家。就当我翻开《仲夏夜之梦》时。印象是打开了一部悲剧。但好像的所有的高兴似乎是在悲剧之后才能诞生,余秋雨说过真正伟大的不是悲剧,也不是喜剧,而是那些悲喜剧,让人留着眼泪血含着笑读完。
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罗马尼亚语
罗马尼亚语
For Shakespeare, his tragedy seems to be more famous than the comedy, but for me it was like starting from pleased. Shakespeare can be regarded as the world's great dramatist ever. When I turn on the "Midsummer Night's Dream" is. Impression that opened a tragedy. But like all happy after the tragedy
For Shakespeare, and his more famous tragedy than comedy, but for me it is like starting from happy. Dramatists of Shakespeare can be regarded as good in the world ever. When I went to a Midsummer night's dream,. Impression that opens up a tragedy. But like all happy seems to be the tragedy before b
Regarding Sha Shibiya, his tragedy is as if more famous than the comedy, but likes regarding me from the happy start.Sha Shibiya may be throughout history in the world the outstanding dramatist.On when me opens "Dream of the Zhong Summer night".The impression has opened a tragedy.But probably all ha
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For Shakespeare, and his more famous tragedy than comedy, but for me it is like starting from happy. Dramatists of Shakespeare can be regarded as good in the world ever. When I went to a Midsummer night's dream,. Impression that opens up a tragedy. But like all happy seems to be the tragedy before bChina Home
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Feedback SurveyBay 12 Games: Dwarf Fortress
DOWNLOAD DWARF FORTRESS 0.43.05 (July 5, 2016)
Current Development: , ,
Latest is tracking how the now-tradeable artifacts are handled by wagons, pack mules, and animal thieves, since the non-historical critters and vehicles aren't supported by the rumor/claim framework, but they still carry artifacts off the fort map.
In order to set up the historical events and inventory transfers, I ended up making the historically-relevant merchants abstractly swipe the artifacts from their wagons and mules the moment they leave the map.
It'll be easier to handle properly when we handle traded objects more generally, though there's still the issue of who "holds" the artifact when it is sitting in a wagon which is owned by somebody.
The current structures don't admit much vagueness.
For animal thieves, they get to become historical themselves, and roam the world map with their treasures.
The list is down to about twenty nuggets like this, which take a day or two each.
Not that I'd extrapolate a release date from that...
it never works that way.
But we're getting there.
We've (almost) recovered and are back at work on the release.
Today I did a hundred conversation changes where identities were being given away by old forms of incident, rumor and circumstance utterances...
I'd been putting it off for a while since it was pretty mind-numbing.
We're a bit behind on rewards and other correspondence, but we'll try to catch up by the end of the month.
I have great news!
A marriage ceremony is taking place this Saturday at a dwarf fortress in the Pacific Northwest.
It will be just about as dwarfy as possible.
I, Threetoe, am finally getting hitched to a princess from a royal bloodline.
Thank you for all of your support, without which none of this would be possible.
As veteran players well know, the dwarves will have to take a few days off to "attend party."
After we get back we will hustle to get out Art Rewards and continue toward the imminent Artifact Release.
Highlight this week was making sure other dwarven civilizations can in fact retaliate if you decide to bother them.
So I sent my expedition leader by himself across the plains to the next mountain range to raid a mountain home.
He did not survive.
The next season, eight well-armed dwarves and two of their goblin buddies attacked my remaining six dwarves by the wagon.
So one needs to be careful!
Current project is turning all of my dwarves into children, letting them be kidnapped by goblins, and then growing them back up so I can send them off on rescue squads.
Fixed up several issues causing artifacts to not appear where they belong.
They'd often be lost on sites and never found, even after routine situations where you'd expect the artifact to be passed on.
For instance, a bronze helmet that was the symbol of the dwarven duchess was lost on site after the duchess passed on from natural causes, and it took several years for another dwarf to find it and give it to the next duke -- the handover process is now more routine.
Kobolds are also no longer allowed to make claims on artifacts (they still steal them, of course).
They always store them in the trophy room now -- finding a single artifact held by a kobold somewhere in the living area was too difficult.
Artifacts were disappearing out of my backpack, and that's sorted out.
The more generic fixing process has begun, where I come to terms with various problems, mistakes and promises made throughout the last year!
Arranged some display furniture, did more xml, cleaned some teleporting artifact issues, and got halfway through a promise about how library quests would work regarding copied books.
It'll be more random than usual like this for a while, but I'm making forward progress.
Nothing funny to report...
just a lot of me grumbling "I brought *your* hammer back from the giant's cave.
What do you mean you don't care?!"
The procedural generation book I co-edited with Tanya X. Short is out!
It's called Procedural Generation in Game Design.
To celebrate, we did
with a few of the author-hosts.
Earlier, Zach and I also contributed some recollections to .
Things are still a little rough and square-ish in parts, but we're calling it for kobold caves.
The new entity animal framework is set up, though I've only used it for kobolds.
It's pretty basic -- you can compel an entity to use creatures that either belong to a list of classes (classes can also be excluded), or by their token, and you can set them to either use matching animals from the environment or to get a free environment-independent starting population as with the current domestic creatures.
You can optionally override the mount/wagon puller/etc. roles defined in the creature definition, setting them to always or never be used for those roles.
Kobolds use their new entity animal definition to keep as pets any creatures in the surrounding environment that are in the new poisonous class which do not have the new mammal class.
In my test cave, this led to a scary pit room filled with giant cave spiders and rattlesnakes.
Kobold caves are well underway.
Suffocated due to a weapon trap coated with giant cave spider venom.
The site layouts are a little more involved now than the up-down natural caves, spreading out over a few z levels with some traps, guard posts, living chambers, animals, eggs and stolen objects.
I've been working with the old entity animal code, but the next step is to update that to allow more control over entities and their animals.
For vanilla DF now, that'll be so kobolds can focus on poisonous creatures, but hopefully it'll be a bit more flexible for everybody, probably focusing on creature classes and tokens.
The old tags will still work as usual.
Off to kobold caves!
Just some grinding away this week, including the weapon trap crash that has been around since the last release.
The last major step is to get the kobold cave maps up to a point where they are suitable for retrieving artifacts from.
I started refamiliarizing myself with the relevant cave/site code today.
Aside from that, it's a bunch more random tweaking and cleaning and promises to keep, but at least the end is in sight out there.
Invader demands went more or less as planned, though I have bits to finish.
If a sieging army wants to talk, there's an initial petition to arrange a parley, which is not delivered physically -- they hang back outside in relative safety, since you people have a tendency to drop magma on things.
If you ignore the petition, they'll attack eventually, otherwise, a dwarf will go out and negotiate.
To make it fair, the invaders will never attack your dwarf until they have time to get back inside, even if negotiations go poorly -- ideally there'd be some sort of middle ground where the meeting occurs, but we don't have time to get through the complications of that now.
In any case, if you have the requested artifact, you can bring it to the enemy commander, or you can refuse.
If you don't have it, you can pass along what you know, or you can refuse.
An agreement acts as a peace deal which will last as long as those things normally last (it has a positive effect on relations for years which may or may not overcome existing hostile attitudes, and the effect is especially strong in the first few years).
The more straightforward and well-informed questers can now demand/request artifacts directly.
For single heroes or small groups, it works by the petition system (meeting with the proper dwarf first), to avoid pause/diplomacy spam when multiple groups arrive over some hot tip.
This will also allow you to wait for a few petitions if you want to play favorites.
For invader demands, which are next, we'll go to the full diplomacy screen for added drama.
Accepting a request to transfer/surrender an artifact just triggers a simple task to deliver it to the waiting representative.
Similar to last week's tavern inquiries, rejecting a direct request currently leads to three options -- immediate conflict, leaving and sneaking back in, or slinking off and possibly reporting back to whatever artifact-interested party they were working for (which could lead to an escalation to invasion).
So this month, the idea is to switch over from your fort sending out squads of dwarves on various missions to the fort being the recipient of artifact-related questers and larger groups representing artifact claims (such as an army seeking to recover or seize an artifact).
The easy starting point was questers that attempt thefts.
Questers so inclined can now sneak in from the edge and try to take their target artifact, either running away or fighting if they are caught, depending on their temperament.
We also allowed questers that are uncertain of the artifact's location to visit your tavern if you have one.
Dwarves that are unable to hold their tongues can confirm the presence of artifacts, and then the quester can decide if they want to leave and sneak back in, or if they'll simply request/demand the artifact.
Which is the next thing I'm going to add -- there's a bit of choreography there if you comply (since the artifact will need to be retrieved and handed over), but whatever I do should also work for the army requests/demands which'll come after that.
If you don't have a tavern, questers will simply attempt a theft or make a demand without confirmation.
If they demand an artifact that you don't have, you can tell them you don't have it, or you can pick a fight if you want.
Also in this vein, we've had several questers come in succession for the same artifact -- this generally happens if a populous town/hangout has a "message board" quest for one of your artifacts and several heroes are already in transit before any change is obtained.
Even if you give an artifact away, or don't have it, you might have to tell a few people off before the information spreads around.
I haven't done it yet, but hopefully you'll have the option to tell second questers the specifics about whom you gave an artifact to so they can go chase after that person if they want.
to start off May.
The main highlight this week is the post-mission report screen.
When your dwarves come back, they give you a new sort of report that you can view at your leisure from the 'r'eport list.
We based the report viewer more or less on the flight/sub sims we played a long time ago, where you get the exact path of your dwarves unfolding on the world map as time advances uniformly, and it gives you historical events as they come on the side, including who they are tangling with during site raids and what happened.
The dwarves do seem to be engaged in some buggy jumps on to islands as short cuts, and we'll try to sort as much of that out as we can, but I'm sure this new level of visibility is going to be a cornucopia of bug-fun after the release.
In any case, we're ready now to switch over to fort mode diplomacy for next month!
It was a hectic-not-DF-wise week with city trips and family visitors, so there's not much to report.
Continuing to handle fort expedition problems, and started a bit on the random promises list, with some XML additions as well as making the next release a little easier on utility makers in terms of finding global variable addresses.
There are still four unresolved expedition issues, but then hopefully we can get started on fort artifact diplomacy!
Chris Bratt of Eurogamer made .
That page also includes the longer audio interview.
Dan Pearson of Eurogamer (who interviewed me last year) also posted a .
Now, on top of the rescued prisoners, we've finally got our first artifact "retrieval", though it wasn't mine.
So I guess it was stealing.
Bad dwarves!
I sent three of them to sneak into a human town, and they brought back the sanctified skull of the first priest from the moon temple as well as a perfect gemstone from the lord's castle...
when my heroic soldiers got back they just pitched the skull on the ground (ongoing issues!).
I also cleaned up additional new problems with the noble/military screens, and an issue that came up with assigning museums as sub-rooms of taverns/temples, etc.
We rescued our first child!
The seven dwarves are now caring for Obol, a four year old human they found in the goblin pits.
An impressionable child, she inherited the goblin ethics of valuing power over others and her personal dream is to take over the world.
I'm sure it'll be fine.
I'm balancing out abstract equipment strength numbers and working more with the post-worldgen raid/battle code, since it wasn't really geared toward smaller numbers of well-equipped player dwarves fighting at sites.
That'll merge in with the reports they give when they return, which is the next project.
It's that time again:
here are this month's
Here are the additional parts of the PC Gamer interview:
Working out the various raid issues.
We anticipated there'd be lots of problems with suddenly sending a bunch of fort-involved citizens off the map, and there have been.
Dwarves electing new expedition leaders when you send your current one away for a few days, lots of that sort of thing.
I've successfully started a war with a nearby human civilization, so that's definitely in for next time, if you want to be unneighborly.
I have yet to recover an artifact or a kidnapped child, but we should be there soon!
with Wes Fenlon at GDC this year.
There should be additional part(s) that I'll link to as they are posted.
We have little missions for groups of squads, and they can leave the map now.
The current possibilities are rescue missions for kidnap victims, artifact recovery missions, and generic raids if you just want to start trouble.
There are myriad issues to sort out, as expected.
I'll let you know if anything amusing happens!
Here's an interview I did with .
So we have a map up!
The borderline useless 'c'ivilization screen has been replaced by a world map you can scroll around (the old civ/treaty information will still be available in there).
You can get site information, travel times, approximate populations, diplomacy states and so forth.
The odd time differences continue to cause trouble as usual -- on a medium map, going from tip to tip on a world-spanning crescent shaped continent takes ~18 days.
So if there aren't weird interruptions (like your dwarf squad stopping for a bender at a human tavern), you can expect even the longest journies to be over in a month or so, which passes relatively quickly in fort mode.
We might adjust the times a bit if it's too strange, but we'd like to keep everything as consistent as possible (since there are lots of non-player armies moving around the map at these speeds).
Next up, we should be sending our first squad out of the fort and into the world!
This will bring up all sorts of issues (what happens to the squad/military interface when half of a squad has walked off while the rest are dawdling, does an off-site squad try to return through an active fort siege?, etc), and we'll tackle them as we go.
And here's the promised .
Fort mode work begins tomorrow!
I've returned from San Francisco and GDC!
The talk seemed to go well, I met a lot of people...
and was recognized on both of my flights, which is a new one.
The burnout is real, though.
I should be back together in a day or two.
We'll have Future of the Fortress up tomorrowish -- here's
Then we can get started on fort mode!
Alright, I'm ready to move to dwarf mode for this release!
The main features will be the ability to send dwarf squads off the map, artifact-based diplomacy with sieging forces and others, and artifact-interested questers and critters coming to the fort.
That'll have to start next month -- in a few days I'll be leaving for GDC.
It was healthy for Bay 12 when I went there for the first time last year, so I figured I give it another go.
I'll be back on the 4th, so there will be a delay on the monthly report and the Future of the Fortress reply.
More progress...
the artifact encounter problems I'm aware of are fixed, and NPC questers can go on near-fruitless quests in play to find artifacts known to be lost in the wilds (and find them if they happen upon the exact spot).
You can sometimes find these ill-fated heroes wandering around out there, but there isn't currently a way for them to get more refined information.
Your adventurer can now name any of their legally-nameable objects (so e.g. no arrow stacks, but you can name individual arrows).
This elevates the items to historical status, so you'll get events recorded about them.
That doesn't mean other people will care about them.
There's still a bit to do, and GDC is creeping up at the end of the month (I have a short talk again), but we'll hopefully be through the boring cleanup part soon and get to dwarf mode off-map squads.
The adventure mode cleaning continues.
The logs will be a bit dull while I test and correct, unless something amusing happens.
The guards have moved on from interrogating me over delivered artifacts to instead interrogating their own master.
I returned an artifact, and the lord took the figurine over to an empty pedestal in the hall and stood there making cheerful remarks.
A guard, confused again, ran over and demanded the location of the figurine.
The lord was like, "Over my dead body!"
They would have started fighting if I didn't break out to debug.
I think in this case the guard didn't understand furniture, and also didn't think about their loyalties in the context of item encounters, and so flipped out when the item became "invisible".
I'll keep smoothing it out!
I've also cleaned up some other random issues.
All right, so we're looking at four chunks left for this release, which'll take some time yet.
We have to polish off adventure mode, which involves a lot of testing and tweaking.
Today I added some more popups to the trade screen so you'd know your artifact gifts have been properly recognized and continued to fix up artifact transfer problems.
There are still all sorts of strange things going on.
For instance, when I returned a figurine to a lord, he stuffed it into a personal pouch where his guards couldn't see it, so some of them started interrogating me since they thought I'd hidden it and didn't actually see the hand-off.
Lots of permutations to work through.
Second of the chunks, there's fort mode!
We need to handle artifact diplomacy and the sending of recovery squads off the map, which should be entertaining.
Third, we need to finish the map changes I put off (e.g. kobold caves).
Last, there are some random requests and promises that have accumulated (some memory address help for modders, a little bit of XML, a few priority bug fixes).
I went ahead and added the ability for player adventurers to assume identities today.
You can't pretend to be specific historical figures or deities, but you can be pick a name, profession, origin civilization and object of worship.
All positive and negative reputations will be associated to that identity for as long as you assume it, unless you screw up.
You can have multiple identities and flip between them (or return to your true identity).
I'm still patching up some weird behaviors, but we're almost out of this specific identity grind now.
Ha ha, this rabbit hole is pretty deep!
There was a cascading split of various reputation data objects according to true, visual, historical and false identities, and lots of tracing up and down partial data to see where a new bit of information should be stored or what it implies.
It is taking a while to sort it out.
My brain broke a few days ago, but I feel more like we're coasting downhill on it now.
Some problems we had of rumors revealing the identities of people they shouldn't have (especially as the rumors aged) have been patched up -- it can keep track of information about false identities indefinitely, and it can also keep track of independent reputations for the same person between several identities, even for old data where that distinction used to improperly collapse.
I'm having fun chasing down issues with agent identities and rumors and so forth.
A lot of the conversation/reputation code wasn't able to cope with the change, and we've needed to differentiate more between visual identification or whether an incident just involves the real and fake historical identities of people in the abstract, especially when you ask a person their opinion about somebody but only know an alias (which you don't know is an alias).
People now think more carefully about where their information came from when they decide what they think of people, and do some cross-referencing of known identities and so forth, but they also have to skip certain rumors in their heads that pertain to a person where they can't make the connection (because they don't know a given alias or true identity).
So if you ask after a goblin agent using their true name or an identity used in a previous town, people in the current town the agent is infiltrating will properly say that they don't know who you are talking about, even if they have a lot of information about the agent under their current alias -- or they might have an opinion about the old identity if they heard a rumor about it.
Where the game previously formed a single set of reputations for one historical figure, people can now give different answers for the true historical figure and each identity, as well as what they think on sight (which may or may not involve any names -- they keep track of which identities they associate with the physical appearance).
We're also trying to keep more identity information intact as rumors fade out over time, to stop covers from being blown by the passage of time, and we also want a bit more realism in terms of linking witnesses that know the physical appearance to somebody else in town that got to know a name/alias of the people and their appearance, but didn't see the incident.
For example, if the player robs somebody without saying their name, a problem with the new system was that only the people that witnessed the event thought ill of the player even after a few days, since other townspeople could no longer make the link between the player and the event.
However, if the player talks to enough people in a small enough town either before or after the robbery, then whatever name/alias they used should become linked to the incident after a bit of time (the normal rumor spread time).
It's difficult to get it right, and it's not going to be quite up to the level where it'll need to be for the justice/crime features later on, but we're trying to keep everything pointed in the right direction.
Happy new year!
Here's a new Threetoe story (, ).
Here's an interview with This Exists (, ).
We finished up the monks and other new critters, and today was the first real day engaging with agents enjoying their new covers.
The last agent I looked at involved a human town on the border of two separate evil lands that was itself half-goblin by year 50.
The demons could send in goblin agents to collect information that arrived there without much suspicion (they'd use humans for the towns farther from the border).
Kutsmob Dentblack decided to assume the identity of a prophet of Oled the Gleeful Healing, the god of justice, and wandered around town shouting about the impending doom of the world.
Over the years, he befriended a human priest as well as the gangster boss that hung out at the Fragrant Brunch tavern.
The friendships are stored asymmetrically -- they thought of the 'prophet' as a buddy, while Kutsmob considered them information sources.
At the same time, a human from a civilization to the south had infiltrated the town pretending to be a petty criminal, and a goblin from the other evil civilization, pretending to be a bard, had made it in as well.
Kutsmob's tradecraft was lacking, and he was 'befriended' by both of these agents, though neither of them knew that Kutsmob was also an agent -- they just thought he was a good information source -- and Kutsmob himself simply thought he had a few buddies to help him pass time during his assignment.
It was fun to load up the world and see them all talking together with the ganglord at the Fragrant Brunch.
It wasn't strictly necessary, as usual, but we're adding a few more cover identities to be used by agents sneaking into towns to collect information (they can also use the existing artist, scholar and warrior professions as cover).
In order for the agents not to stick out for the player, their cover professions need to be held by real counterparts.
So there'll be prophets, pilgrims, monks, peddlers and petty criminals.
They won't get many mechanics, but they'll be around.
The stuff we do add for them have a secondary purpose to set the stage for the myth release -- the prophecies are stored in a way which aligns with the myth generator we wrote (though that's not coming in yet), and it also relates to an expanded language framework (that's not coming in yet either).
It should be good to toy around with those ideas a bit first before we get to the full implementation.
I started the month by doing a survey of rumors and artifacts in several worlds to see how well agents sent out from goblin civilizations will fit into the world.
Mostly, they had artifact conflicts with other goblins, so I tweaked some things -- even then, there still aren't an incredible number of agent-relevant situations at first.
For instance, a goblin civilization sought two items stolen by kobolds and one held by a dragon.
If however, say, the player were to bring one of those back to a human leader, the goblins wouldn't have any way to know without having an agent in place, so it should still be worthwhile.
And there are occasional world-gen situations where the idea works.
Working a bit on the criminals in town in preparation for the even more ill-natured agents to come and associate with them.
Pulling many criminals out of the sewers and catacombs and into some of the taverns and out on the streets and so on, provided they vaguely fit in to the larger community.
All right, the new encounters are done.
If a situation goes particularly badly, an artifact seeker can kill an artifact holder and then actually remember to pick up the artifact to bring it back to wherever they are going, which is unusual since adventure mode characters are generally so oblivious to ground objects.
Or it can be more happy.
I suspect that next month will start with work on the agents and ne'er-do-wells we promised back in the Sept 26 log.
The current project is handling 'encounters' of people that have an interest in an artifact with people that are holding the same artifact.
So if you are a questing adventurer bringing an artifact back to a location, for instance, you might run into other questers, guards, or entity representatives before or during your return, and they should react in some way or another without waiting for you to initiate everything.
This might be as simple as you riding a wave of praise back to wherever the artifact needs to go, or it might turn out quite differently if you aren't trusted.
The wave of praise should also turn sour if you turn out not to be taking the artifact where they think you are -- but it'll have to give you some wiggle room as well...
so we're trying to sort that kind of thing out.
Here's our
Been working through various cases of fading information now that we have loads of data being generated for artifact locations as they move about the world, especially locally.
There are six levels of knowing the location of a held artifact as it stands:
having it yourself, seeing somebody else holding it at a location with your own eyes, hearing from somebody that somebody was holding it at a location recently, hearing from somebody that somebody has it (but not where), generally knowing in some legendsy fashion that it is said to be held by somebody, and not having any idea.
The knowledge fades over a course of weeks and years while maintaining longer-term reputation effects, and it also has to constantly work in any new information and so forth according to their time stamps (at the individual, site gov, site culture and civ levels).
But it seems to be working so far!
It's very fiddly, but this should take us a long way as artifacts get more interesting (during the magic and economic releases, etc).
I'm back from the Practice conference at the NYU Game Center in Brooklyn -- the talk was recorded, and quite different from other talks I've given, so I'll be sure to post a link when it is available.
Apologies for the lack of logs these last two weeks.
We should be able to refocus on the artifact release now.
from the beginning of the month.
A new month, and a new !
I've updated the dev page colorations to indicate where we're at so far.
It has been a slog, getting through the knowledge/rumors/incident/witness reports/historical events, since items can be moved in all sorts of ways and we haven't really been concerned about anybody remembering anything about artifact positions before this point in the game.
There have been all sorts of conundrums and edge cases.
Now everybody's eyes light up when a bard strolls into a room holding Classic Hamlet (which was a book about his home village, I guess), and if your adventurer walks up and wrestles the book away and stores it on a bookshelf in a distant library, witnesses at each stage will understand the who and what and where in case some Hamlet quester comes calling later on.
I'm slowly starting to emerge from this sort of work, though there are still several conversation utterances and reputation effects that need to be finished.
Continuing the player adventurer artifact rumors/witnesses/conversations etc.
The game needs to understand what's going on when you, say, bring an artifact into view, place it on a pedestal, pick it back up, and then hand it to somebody.
If there are people around, they'll create witness reports (which later turn into rumors) for each of those, but the final artifact location is the most important, so I have to make sure the right old reports get cancelled and so forth, even if some of the events last longer or are missed by certain people and not others, and so on.
For instance, if one of the witnesses only sees the part in that sequence where you pick the artifact up, they might think you are stealing it, which is sort of reasonable, but not if you just brought it back yourself moments earlier -- they could afford to be a bit more circumspect, maybe just say something and you can be like, "nah, it's cool, I just brought this back and want to give it to somebody".
But that's hard to get working, especially as the overall situation becomes murky and complicated.
We'll do what we can!
I've done lots of tests of slightly different situations in the same room over and over.
I have a little teleporter debug command that causes the last artifact mentioned in a conversation to appear in my hands, which really speeds things up.
It has been a slowish DF week with not much exciting and new to report.
Between election distractions, unexpected Seattle trips and non-player rumors being a bit messier than expected, we're only now getting to player adventurers participating in artifact quests tomorrow, assuming the windstorm power outages aren't bad.
The non-player hero-type characters are moving around the map, collecting artifacts and taking them to people that request them during regular play now.
They can join up in parties temporarily if there are other like-minded people in their journey's starting town.
We still need to handle the details of their site infiltrations and reputations, but it's good to have artifacts moving around.
I think the trickiest part will probably be getting them to handle artifacts held by people, especially moving ones (including your adventurers), and that should be coming up after I handle the new rumors and some other issues.
There are lots of conversation elements to handle too.
So, tons of work to do, but we're moving forward.
Sites can now post invisible messages about artifacts to mimic the game's conversation system for your adventurer.
There are various sorts -- families seeking heirlooms, scholars seeking books from ruined libraries, and so on.
The next step is to get the non-player characters to respond to the messages and get the artifacts moved around by them.
Then we can move to player involvement.
The main map work left to do for this release is the kobold site update.
I'm going to take a break from that for a change of pace, though, and move over to artifact rumors and getting some artifact-associated critters running around.
The spread of artifact location information needs to be a little more refined than what we currently have available, so there'll be some preliminary work on that.
I'm going to start by getting the various wandering taverngoers to gather and spread site rumors, which should give us a good foundation for information transfer in the friendly human-dwarf-elf areas, mostly.
Since they aren't regular travelers, and we really need their civilizations to know about artifacts, the goblins and their demon masters will have to pick up information on the edge of the tavern ecosystem.
For this time, that'll mean having their own agents running around, which should be cool.
They might have to interface with shadier people in town (who'll have to be understood a little better by the game), or they might blend in themselves if their race wouldn't be out of place (kidnapped humans/elves/dwarves grown to adulthood might finally be useful for something specific).
Doing this correctly involves quite a few systems that aren't in yet, and we'll either do or skip those systems based on what we think we can complete in a timely fashion.
This is a good time to finally get some more nefarious tendrils out in the world, though, and we're planning on messing with it a bit.
World generation fortresses are a bit more navigable now (managed to get to the surface from a deep site without a surface connection a few times), though there is always more to do there.
Some of the apparently disconnected forts just has really bizarre ways to the main staircase -- having to go from the wide hallway to a side hallway, through a door, down a side hallway, through a stockpile, through a door, around a corner, and back to a wide hallway which connects to the main stairwell.
Now it tries to ensure that the wide hallways are connected from end to end, which is practically enough.
It would still be better to have some engravings and the ability to ask directions.
I've also gotten about halfway through the artifact storage locations for the various site types and situations.
We've returned from the sequence of journeys!
Here are recordings of the streams from the two tracks at the Roguelike Celebration: , .
There are a lot of B12 tasks piled up to unbury ourselves from, but we should be getting back to work toward the artifact release again soon.
Here's the !
The first half of this month is going to be a bit different, as there are several events in succession.
A bat which was free at my brother's place was successfully ushered outside after dozens of orbits around the top of the room.
Zach gained 2 XP.
His fiancee Annie says he needs 4 more XP to gain a level.
We're approaching a relatively travel heavy (for us) period (three events in three weeks in three different places), so there'll be more stress and fewer dwarf maps for a bit.
There was some heat-addlement this week, but I finished the dwarf jobs I needed to finish, allowed a museum zone to be designated from display furniture (which is more or less like a sculpture garden, but with the new thoughts for displayed items), and handled display furniture placement in adventurer-created sites.
Cleaned up some errors with religions/temples in world gen that were impacting temple artifacts.
Moving on to other building/map types next.
Started with temple relic storage as a test case, and that seems to work, respecting the pools and so forth.
The game has display cases and pedestals now, in all modes.
Next I'm going to finish the display jobs in dwarf mode before I get back to maps.
You'll be able to display any non-large object you like, and there'll be new thoughts for displayed items similar to the admiration of architecture.
So you can set up artifact display areas, or you can just use regular masterpieces, or junk, or skulls, as you see fit.
The displayed items show like the food on tables so you can admire them yourself.
All right, we've finished the first of four sections on the dev page for this release -- world generation artifact interactions.
We're now ready to situate the artifacts in tile map locations and then move the interactions into the two play modes.
This process will surely bring up some issues with what we've done in world generation, but hopefully it's mostly okay!
Map code can take a lot of time to update and change (since it's prone to bugs, especially with the third dimension), and I'll try not to get bogged down, but we should also see some interesting additions.
More as I get to each civilization!
Today is the 10th anniversary of the first release of Dwarf Fortress!
Apparently it was time for us to get a taste of what we've been dishing out, as we've been showered with crayon drawings through the mail.
Thanks to everybody that has played the game, enjoyed the stories and supported Bay 12 through the years.
On to the next decade!
Larger world gen beasties can play with the items now.
There was an unfortunate elven civilization called the Distant Oak that lost three druids in three years.
The last one was killed by goblins and had their body hung from a pine tree, which must have made the goblins happy since they organized a yearly candlelight procession commemorating the event back at their tower.
On the 110th occasion of the procession, the dragon Niweni attacked, killing several goblins and dwarves.
Finally the beast entered the tower and stole the Renowned Gill, a legendary crossbow created by a dwarf for the chameleon demon 20 years before, bringing it back to the cave.
180 years later, the crossbow is still there, along with the dragon.
There weren't any attempts to recover it -- such civilization-level quests are the last step for these world gen changes.
Working to wrap up the worldgen artifact interactions we'd like to have for this time.
Artifacts can now be given between entities during peace or when peace is made.
Heroes can also make journeys (potentially with buddies) to recover heirlooms (still need entity/religious recovery).
I also included artifact claims in war/diplomacy calculations.
For instance, in events spanning 124 years, the periclase bracelet Lusterlabored was made by a dwarf in a goblin tower and given to the dwarven master (the original demon was killed by an elephant while invading the elves).
Stored in the tower for several years, it was eventually stolen by the kobold Tobogochrursnus.
Tobogochrursnus brought the bracelet along on various thefts, only to be cornered by a human hamlet lord, Emim Squashchewed.
Emim kept Lusterlabored as a family heirloom for forty years, but this eventually brought the attention of the same dwarven master back in the goblin tower.
A war was launched, and Emim went to defend the main human city of Largeplot, where he was killed by the elf Ber (who had grown up in the tower).
Ber took the bracelet and assumed the position of administrator over the conquered town.
She had a more or less peaceful rule for decades, until the rampage of a werehyena found Ber devoured and Lusterlabored with a new owner.
Here's the , and here's .
We also did .
Worldgen invaders will now loot artifacts stored in buildings, and thieves can steal artifacts from them as well.
For instance, we had Thil, the leader of a group of dawn worshippers living in a human market town which was unfortunately beset by elves over the humans' display of hunting trophies.
The elves routinely attacked the town and ate people, and on the third attack they drowned Thil as an example for the other humans.
The grieving worshippers entombed the body in a crypt under the town, but they took Thil's bejeweled linen skirt and named it Glowedlull, placing it in their temple.
It only took another year before the elves returned and ate some more people, and looted the temple, taking Glowedlull back to their forest home.
Peace was made ten years later, but I haven't gotten to the friendlier side of artifact transfer yet, so the skirt is still with the elves!
Next up we'll be adding worldgen heroic artifact quests and gifts to round out the worldgen portion of the artifact release.
Hopefully all of our recent additions taken together will provide enough backing for fortress mode and adventure mode artifact interactions.
This week was work on underlying mechanics in support of artifact claims.
The main interesting addition was a sort of family placeholder mechanic to make heirlooms work.
The initial couples all get associated family structures, and then those links are passed along to the children and so forth.
Of course, this opens up all kinds of world-determining issues, depending on how marriage interacts with family membership and which child has which inheritance rights over heirlooms etc etc etc, and so forth.
This isn't the release to get into it (the family/status/property/law release will make a better attempt).
For now, it runs an "importance" check on the family groups during a marriage -- if there is no winner, then it just flips a coin.
Artifacts will pass down family lines to keep them in play longer and to set up interesting conflicts.
Even without conflicts programmed yet, we've had some interesting situations.
One medium world I ran for 125 years had a dwarven hero named Fath that killed the hydra Osplu Juicepukes.
After the fight, she named her steel shield Gladdashed and it became a family heirloom attached to the Kosoth Giltmirrors family group (Kosoth was an original dwarf, and by the end of world gen, that line had 228 living members -- Fath was a grandchild).
During a later koala demon invasion, a goblin named Ngokang Spideryweaver killed Fath and claimed the shield -- even though the invasion failed, Ngokang survived and took the shield back to the goblin capital of Ghoulsullied.
A few years later, Ngokang was murdered and Gladdashed lost in the goblin pits, but Ngokang's family still had a claim on it (it's unclear whether goblins will often have strong family mechanics when we remove the placeholder, since it's not a typical value setting for them, but it's fine for now).
Ngokang's family group was also identified with an original creature -- Bax Burialscourges, a goblin dancer that was still alive and a member of the Whispers of Evil performance troupe.
That goblin family had 49 living members.
Presumably, as we continue, it's possible that these 228 dwarves and 49 goblins would come into conflict over Gladdashed in various ways as the artifact is found, stolen, claimed, lost again, etc., especially since it's likely with that many dwarves that several of them would have hands on the levers of power that determine whether their whole civilization goes to war and so on.
I've completed the production/naming of world gen heroic items and holy relics.
Sometimes they are potentially useful, like the steel spear used to kill a giant, and sometimes you get an elf commemorating the slaying of a minotaur by naming their wooden low boot which presumably saved their life or something.
Our first official holy relic:
the hemp trousers of the "First Orange" of a god of light.
The second was the Fortress of Grief, a totem made from the skull of another religion's high priest.
They placed the skull in the temple, while the rest of the body was entombed in the catacombs under the city.
Next up we'll be doing artifact claims and various mechanics to get these artifacts moving, fought over, and otherwise affected.
Dwarven historical figures that have been assigned various artisan professions now have a chance to enter a mood and produce an artifact.
It's more abstract than the standard in-play fortress process, but it uses about the same variety of materials (it doesn't do furniture yet).
Next up we'll add a few more classes of items (weapons/armor named by heroes, holy relics), and then we'll make claims on artifacts and make the movement of artifacts in world generation more interesting to set the stage for in-play additions.
Here are the first official 64-bit releases!
This would not be possible without help from our community -- you can view the exciting and sometimes late-night discussion over in the 0.43.04 release thread if you want to see how the cake was baked.
This release should also make worlds generated with the same seed more consistent, and it has a few other minor fixes we managed to sneak in.
64-bit support, pulling the game from the distant past into the previous decade
Major bug fixes
Fixed problem with artistic skill assignment causing world histories to diverge
Fixed problem with worldgen trade causing world histories to diverge
Other bug fixes/tweaks
Stopped babies/children from competing in w.g. events
Made gorlaks able to open doors, stopped desizing of their heads
Fixed some mem leaks
Released Dwarf Fortress 0.43.05
Here is the , and here's a Future of the Fortress reply: , .
We've started up a new FotF thread .
The main obstacle to being through with the 64-bit version is actually a 32-bit version now -- we lost 32-bit Linux with all the updates we had to do for 64-bits.
This is the culmination of years of work on Dwarf Fortress and our other projects which never saw the light of day.
We've been playing around with magic systems for years, ever since DRAGSLAY.BAS, and are looking forward to finally being able to place the dwarves into a more meaningful, mysterious and exciting universe!
We'll start in on an artifact release once the 64-bit versions are complete.
We might get away with one release there, but the myth/magic dev items will almost certainly happen over multiple releases, and we won't get to everything on the first pass.
Work on the 64-bit version is ongoing.
So far we have
that should clean up some DLL issues.
We should be almost through with Mac as well -- just need to clean up the sound library situation.
There were some bumps in the ride with the new setup, but at the same time, we're also well on the way to a 64-bit version of the game.
If you've been having trouble with the most recent SDL Windows release, or you want to try out a 64-bit Windows version, visit the forums here: .
That thread will also work for weird 64-bit happenings.
Linux and Mac up next!
On September 17th, we'll be at
in San Francisco.
They have early bird tickets available at that link until July 17th.
Here's another bug-fix release.
Assuming no issues crop up immediately, we'll now dive into 64-bit land for next time!
Major bug fixes
Fixed error deciding when patients should be moved
Fixed initialization problem with tools causing stone axes to be thought of as ranged
Stopped completed work order jobs from checking off every matching order
Stopped masterpiece trades in containers from triggering artwork defacement
Stopped storage from always failing in the second tavern/library/temple you define
Stopped broken crash-prone entry from appearing at the end of the stocks list
Other bug fixes/tweaks
Attackers will remove armor from unconscious opponents if it is blocking attacks
Made people wear more armor according to their roles again
Allowed new citizens with some previously site-wide occupations to be reassigned
Allowed some site-wide occupations for dwarves
Made combat damage weapon and armors depending on material differences etc.
Made dwarves prefer undamaged equipment during the periodic uniform upgrades
Allowed strong attacks/shakes to translate some force to joints and parent parts even if blocked by armor
Reduced clothing stopping power based on penetration depth
Made paper slurries stockpile-able (won't work without updated raws)
Fixed problem with adv mode tribute demand check
Fixed ghost initial positioning problem
Made macros save correctly even if the macro directory is deleted
Released Dwarf Fortress 0.43.04
Today was going to be release day, but then SDL started fighting with the new compiler and they haven't quite stopped yet.
We also had a release-mode-only world gen crash that stopped reproducing only when logs were enabled, but that might be handled now.
It's a continuing process.
Hopefully tomorrow!
It was nice to meet everybody at the event yesterday!
I'm not sure if there'll be a video of the live stream, but I'll post what comes up.
that went up a few days before it happened.
As part of the recent fix that brought armor back to invading soldiers and others, we need to deal with the effectiveness of armor, since there are too many fights that never end.
To this end, we're going to do armor item damage, some indirect combat damage to joints/necks that get whacked, and some combat AI to make people remove helmets from unconscious opponents.
Then the release should be ready.
I've been fixing bugs for the next release.
Work orders won't decrease the number of jobs on identical orders any more, and they should store items properly in locations like libraries without hauling them back and forth over and over.
Paper slurries can be stored, and traded masterpieces in containers shouldn't trigger art defacement effects.
The weird broken entry shouldn't appear at the end of the stocks list.
Stone axes will work in adventure mode again.
Here is the
for the month, and here is .
So the plan was to upgrade my compiler and then do another bug fix release before doing 64 bit stuff, so different new problems could be kept separate.
That's still the plan...
it just stretched out a bit since the compiler installation crashed and destroyed my system.
Things are partially back together now, with the new compiler in place.
I've been playing around with its static code analysis tool, which located some interesting typos which have probably screwed up the medical bedrest and ghost behavior among other things.
Here are some more bug fixes.
Major bug fixes
Made customized magma forge jobs use metal instead of making things out of coal
Adjusted conflict code to stop taverngoers from joining siegers over petty grievances
Fixed material overcount in adv site work menu
Other bug fixes/tweaks
Made pain from broken tissues depend on relative part size
Made embark profiles load fish properly
Made assigning an animal to a restraint remove it from pasture assignments properly
Made pasturing jobs respect connectivity in creation and in seeing if they should continue
Made dwarves remove animals assigned to pastures from cages/chains that are in the pasture
Fixed display error causing creature to be described as gigantic too often
Allowed metal mechanisms to be made from the job manager
Made dragonfire affect metal items and generally amplified fire effects a bit
Stopped veins in large mineral clusters from being improperly restricted
Stopped placement issue with minerals that had more than one specific environment
Stopped woodcutters from using axes without edges (like training axes)
Allowed soil critters to live in wider temperature ranges
Fixed problem with temperature checks on certain wilderness populations
Made construct mechanisms job show material
Made mountain travel restriction not affect other actions
Allowed adventure mode divers to move through deep water properly
Made placing items on tables remove item from your inventory properly
Made improvement reactions increase and apply skill properly
Reported site of adventurer masterpieces correctly
Stopped manually-set low frame rate cap from being stuck
Released Dwarf Fortress 0.43.03
Continued along with bugs.
Woodcutters shouldn't use training axes, and you should be able to make metal mechanisms from the job manager.
It'll also show the mechanism material in the job's name.
Embark profiles should load fish properly instead of cancelling them all.
I made dragonfire affect metal items again after a long hiatus, though fire effects in general are still a bit odd.
You can now dive in deep water correctly in adventure mode.
Original DF meetup attendee Lightman has organized an event for the 10th anniversary of DF in Bellevue, Washington.
There are free tickets for general admission, as well as dinner tickets.
It's on June 11th, and Zach and I will be there.
There are lots of details over .
Bug-fixing has been underway.
There was an issue with the material display when building adventurer sites -- it was still counting some objects you had already used, so be sure to check the material is actually on hand when you try to build.
I also stopped mountains from incorrectly restricting actions like sleeping.
I cleaned up some issues with restraints and cages vs. pastures that were causing animals to be moved too much or not often enough.
I also fixed a few problems with mineral placement that screwed up native platinum veins in larger clusters and a few other configurations.
I've adjusted how bone pain works to stop people from giving into pain and going unconscious when their toes are broken.
"Gigantic" shouldn't occur all the time in animal descriptions now.
Items placed on tables in adventure mode shouldn't duplicate.
Bees should appear in temperate forests.
Glazers will gain skill properly now and improvement reactions more generally will apply skill properly.
And a few other small fixes.
Smoothed out some rough areas in the adventure part of the release.
We'll be continuing on with bug fix releases.
Major bug fixes
Stopped zone corruption problem from adventure sites (caused crashes)
Stopped adventure camps from being aged by the age of the world repeatedly
Stopped certain site build orders from skipping the collapse check
Stopped prisoners in goblin sites from starting no quarter fights with their rescuers
Made people that join you stop personal/shared activities that might interfere them from following you
Other bug fixes/tweaks
Stopped felling of trees in the arena, so you wouldn't be teleported to a weird hidden region map
Indicated child/baby state of prisoners during look etc.
Released Dwarf Fortress 0.43.02
A new version number!
With the work order additions and adventurer-created sites, this one ended up with more new stuff and fewer bug fixes than expected, and my version calculator just tipped over at 0.43.
You can use the new 'b' site building option in adventure mode to create a site (outside the bounds of other sites).
For dwarf mode work orders, you can set conditions and details from the manager.
You can also create orders tied to specific shops from their workshop profiles.
A miscellaneous note: in order to retire at the adventurer sites you create, you'll need to name the site, create a main hall zone, and claim the hall during conversation (or while shouting to yourself).
Next up we'll be doing more bug fix releases to make sure we have a vaguely presentable DF before we disappear into a new compiler and 64 bits.
Ability to build up new sites in adv mode, either yourself or by assigning companions
Ability to do carpentry in adv mode
Ability to chop down trees in adv mode
Ability to make stone axes in adv mode
Ability to pull branches from trees in adv mode
Can put start conditions on work orders (by amount of resources or dependence on other work orders)
Can specify materials/images/etc. in work orders
Can create work order from profile which is tied to specific workshop
Can set maximum number of shops that a general work order can task at once
Can set maximum number of general work orders per shop or disallow them by profession or altogether (note: this won't work for active old-save jobs)
Allowed perpetual work orders
Repeatable work orders, ability to set restart frequencies
Major bug fixes
Stopped masterpiece trading from causing artisans to suffer effects of art defacement
Other bug fixes/tweaks
Got rid of work order limit of 30 jobs
Improved work order filtering (respect partial vs. full results etc.)
Stopped work orders from taking more than one slot per workshop
Stopped non-citizens from being charged for violating production orders
Stopped mother from getting both her and spouse's miscarriage thought
Refreshed material list when deleting uniform item
XML export now has the exact site rectangle
Released Dwarf Fortress 0.43.01
I've finished adding the image/material specification options to work orders, so if you want to order up 20 identical granite statues of a dwarf laughing while an elf makes a plaintive gesture, you can do that now.
That's as far as we're going with work orders for this time.
Next up, I'll be cleaning up some existing bugs as well as a few issues that have cropped up in testing.
Then we'll be ready to go!
Here is the month's , and here is .
After finishing the resource-based work order conditions, I allowed work orders to be automatically restarted with different frequencies (always/monthly/seasonal/yearly), respecting any conditions.
I'm currently working on allowing work orders to trigger other work orders upon activation or completion.
I think that'll be it for conditions for this release.
Then all we have left are work order job detail settings as well as some bugs to fix.
Work orders can be created for specific shops from their profiles now, and the usual work orders can have a maximum number of shops set, so they don't clog up the works.
I began doing start/restart conditions for work orders as well.
Some of the most basic conditions you'd want are still pretty convoluted, like needing empty food storage items (barrels or pots), appropriate uncompromised plants and a lack of available alcohol for brewing jobs.
In order to get around that, you can press a button to have the game try to guess what conditions you'd like based on the type of order (and then you can tweak the numbers).
You can also build the conditions up manually...
or you will be able to once I get it done!
The illness won for the most part.
I didn't get back to work until today, and I'm only eating full meals now, so I'm not quite myself yet.
The maximum number of work orders a given shop accepts at a time can be set, and the shop can also ban work orders entirely or by labor type.
Hopefully the coming days will just be super super normal and I can finish this off, maybe with a bit of rest.
The 30 jobs per work order limit is gone.
You can also set perpetual orders.
It doesn't place more than one job per shop and instead of waiting to renew them it checks jobs on completion to see if they should stick around.
So that works better all around.
Of course, I'd have liked to be further along, but I'm not the only one working.
Some friendly bacteria are doing a colony management sim in my head, and they managed to implement all sorts of impressive routines.
Rapid temperature fluctuations without lag, top-notch eyelid closure mechanics, something reddish and growing...
it will be fine.
It will all be fine.
Next up, we're going to do more with restricting orders from certain workshops and other such limits, some conditional work order stuff, and the job detail changes for them.
And here is the month's .
I was also interviewed by Wes Fenlon from PC Gamer while I was down in San Francisco, and
Let's see...
wrapped up adventurer site creation.
They are claimable by player entities and retire-in-able, so it all seems to be working, but I'm sure it'll be an entertainly bumpy ride on this first release.
The XML dump provides exact site rectangles now.
Next up, I want to bring manager work orders into line with the last release's job detail settings, and a few other quality of life issues (removing the 30 limit, etc).
I'm back from GDC (thanks to my co-speaker Tanya Short of
and their recently released game
for making it possible).
The creation myth generator was very well-received, and I look forward to getting it into the game as soon as I can so you can all create worlds with this new foundation.
First we need to get this release done!
I'm continuing with the last steps of adventure site creation now.
where a Tarn occurs.
The airport and a windstorm forecast up next!
Yeah, this month'll be a little odd.
I added zones to adventurer sites, so you can assign companions homes and so forth, but I've also been working on cleaning up the creation myth/magic system generator a bit in time for the little GDC talk.
That's coming up on the 14th, so it won't continue to be a disruption for much longer, and all the work will make it into DF anyway, so it's all good.
More primordial beast viscera washing ashore than I expected, but that's okay.
In any case, the zones are almost done -- I just need to allow you to declare actual locations like the halls in human villages so you can claim your own site with a named group.
Then a few more site tweaks, work order changes, bugs and done.
And here is a .
I've cleaned up various issues that arose with adventurer-made sites.
The main problem was that s

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