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Dwarf Fortress Gets Biggest Update In Years

An anonymous reader writes Dwarf Fortress, the epic, ASCII text-based, roguelike citybuilding game, just released its biggest update in years. The game is notable for its incredible depth, and the new release only extends it. Here are the release notes — they won't make much sense if you don't play the game, but they'll give you a sense of how massively complex Dwarf Fortress is. It's also worth noting the a team of modders has recently released a new version Stonesense utility, which renders the game in 3-D from an isometric point of view. "[T]he utility relies on DFHack, a community-made library that reads the game's memory and can be parsed, thus allowing for additional utilities to render things while bypassing the initial ASCII output." If you're unfamiliar with the game, here's an illustrated depiction of an amazing story generated by the game.

15 of 138 comments (clear)

  1. Ahh Dwarf Fortress... by Anonymous Coward · · Score: 5, Interesting

    Where else can you drain the ocean, trap whales in lead cages, load them into lead minecarts, and send them careening down the steep, steep slope to hell as a kinetic anti-demon weapon?

    Oh, and if it weren't for DF, there would be absolutely no source for the solid density of Saguaro wood online (it's 430 kg/m^3 for anyone wondering).

    1. Re:Ahh Dwarf Fortress... by PopeRatzo · · Score: 4, Funny

      Where else can you drain the ocean, trap whales in lead cages, load them into lead minecarts, and send them careening down the steep, steep slope to hell as a kinetic anti-demon weapon?

      You've clearly never used DMT.

      --
      You are welcome on my lawn.
    2. Re:Ahh Dwarf Fortress... by praxis · · Score: 3, Insightful

      The irony of such a predictable response...

      In addition, if you had an inkling of imagination, you'd be creating, not playing around in someone else's creation.

      So if one did not create the sandbox in which one creates, one is not a creator? You have an odd view of creativity.

  2. PeridexisErrant's DF Starter Pack - Get it! by ihaveamo · · Score: 5, Informative

    If you even have a passing interest in playing dwarf fortress... make sure you get PeridexisErrant's DF Starter Pack. In this pack you'll find useful tools such as "Dwarf Therapist", which make the game so much easier to play. Other addons also give amazing atmospheric music and sound effects! (Currently a lot of this only works the the previous version, but that will be fixed soon)

    1. Re:PeridexisErrant's DF Starter Pack - Get it! by mrvan · · Score: 3, Informative

      Also, if you've never played DF, it is probably best to either wait a couple months until the worst bugs are fixed and the wiki etc are updated, or just grab the previous versions. This new version will still be quite rough at the edges and some of the info on the wiki, youtube etc will be outdated.

      I'm pretty excited about the new release, I've been playing for a couple years and I hope that especially the AI behaviour has been improved although it is not listed in the change log as such...

    2. Re:PeridexisErrant's DF Starter Pack - Get it! by fuzzyfuzzyfungus · · Score: 3, Funny

      And you should spend a few hours reading the wiki. I love the game, but learning to use vi is probably easier.

      If you can master vi, you are possibly ready to cope with DF's interface.

      At that point you can begin working with the fact that the game mechanics tend fairly strongly toward 'emergent malevolence'.

  3. Ultima Ratio Regum by Anonymous Coward · · Score: 3, Interesting

    Another one to watch:

    http://www.ultimaratioregum.co...
    http://www.ultimaratioregum.co...

    "It's an incredibly exciting project that could end up in the same rarefied sphere as Dwarf Fortress - a complex simulation of ASCII worlds that have history, detail and depth. The current release is capable of generating a world and the basic history of the cultures that have evolved upon it, but there isn't a huge amount to do beyond the procedural riddle puzzles contained in scattered ziggurats. A typical early feature of many games, eh?

    As for the rest, it's all detailed in the development plan and a new announcement suggests it'll be on the road to completion sooner than expected. Developer Mark Johnson will be working on the game full-time for a year from September. And there isn't a Kickstarter in sight."

    http://www.rockpapershotgun.co...

  4. Re:Is it still braindeadly single-threaded? by mrvan · · Score: 5, Informative

    Yes... From what I gather, the developer ("Toady") is an autodidact that doesn't use any sort of version control and no multithreading. Although the simulation might be difficult to run in multiple threads, I think the path finding is one of the biggest CPU drains and that should be embarrassingly parallel. Also, he is really giving the community a tough time by having a monolithic game engine + GUI instead of some sort of modular system, which would allow the many programming-savvy fans to build tools much more easily (tools such as dfhack and therapist now use direct memory hacking, which is annoying (therapist needs root access, dfhack encapsulates df itself) but also unstable.

  5. Re: Classic 100 years from now? by loufoque · · Score: 3, Insightful

    Who the hell calls 'go' 'weiqi' ?

  6. Re: Classic 100 years from now? by Anonymous Coward · · Score: 3, Insightful

    The type of person who has waited for months to come up with a slightly on-topic post to show off that he uses the term "weiqi" and thoughtfully provide a link to the Wikipedia article on "Go" to show how smart he is.

  7. Re: Is it still braindeadly single-threaded? by mrvan · · Score: 3, Informative

    For one unit, sure. The CPU problem in DF (as far as I understand) is that there are 200 dwarves, 100 goblins and 400 kittens all trying to pathfind at the same time. Unless I miss something, each of these units van pathfind in parallel since they don't "know" about the other's paths.

  8. Re:Perspective by Oronar · · Score: 4, Funny

    There's a reason the motto of the game is "LOSING IS FUN!"
    With a little practice and judicious use of the wiki it's not too hard to get to semi-stable fortress that won't collapse from internal forces (instead it'll be the goblin or elf sieges).

    --
    1 4/\/\ 1337
  9. Progress Quest by tbuddy · · Score: 3, Funny

    More of a Progress Quest fan. No sense learning all those commands when the game can do it for you.

  10. Re:Classic 100 years from now? by fuzzyfuzzyfungus · · Score: 4, Insightful

    In terms of replay value and intricacy, 'computer games' are arguably several largely different things that all just happen to be amenable to running on computers and being sold in software boxes:

    The trivial analog to simple games is (of course) those games implemented on a computer. Being the trivial case, this is mostly a wiseass cop-out; but it's worth mentioning because computer implementations have made a substantial difference in what games are considered 'solved' and how strongly. Some games are so simple that children can solve them by hand (tic-tac-toe, most notably, since people do actually play it; but it's simple enough that most players eventually solve it and lose interest); but solving checkers, or the partial solutions for chess and go, are exercises that require ingenuity and cunning; but a lot of brute force.

    The slightly less trivial analog is extensions of classic games that would be impossible or impractical to fabricate as board games. Mostly 2d games adapted to 3 or more dimensions(or 3d puzzles, like Rubik's cubes adapted to 4 or more dimensions). These usually have some improvised implementation that doesn't need a computer (multiple chess/checkers boards with rules for pieces moving between them in the extra dimension, that sort of thing); but computers make them easier and less knock-over-and-abandon-in-frustration prone.

    Then there are computer games that are really, in terms of playability and intricacy, basically team sports, rather than anything analogous to deterministic games of perfect information like chess, checkers, go, etc. Something like Counter-Strike is replayable much like soccer or football are (ignoring the fact that operating systems and Glide/OpenGL/DirectX tend to break backward compatibility more often than 'grass' does, so a single, specific, implementation may not remain playable in the long term without porting, though games with robust port support are in decent shape). There is strategy and teamwork; along with individual expertise in implementation, so most of the 'churn' in these games is either abandonment of older engines in favor of nicer ones, or iterative tweaking of weapons and balance. Specific 'games' in the sense of 'Program X sold under name Y' tend to come and go; but the overall dynamic is similar to regional variations, changes in equipment, occasional rule tweaks, and the like in traditional sports, except that traditional sports tend to treat variants as all being flavors of A Sport, while the trademark and SKU-focused game market tends to treat each variant as a separate game.

    Then there are the 'games' that really shade into choose-your-own-adventure books with pictures, or movies with reflex tests: I enjoy these myself, and they are a perfectly valid form of entertainment; but they are about as dissimilar from classic 'games' as something called a 'game' can be. Single-player FPSes, relatively 'closed world' RPGs, that sort of thing. Hardly identical to a film(in all but the worst excesses of the early days of "Wow, we have a whole CD to fill with shitty, overcompressed FMV!" era), the tests of reflexes, RPG party management, or whatever are genuinely part of the experience; but they aren't terribly replayable because, sooner or later, you run up against the fact that there is only so much manually-generated, written, and voice-acted plot to uncover. Likely good for more than one playthrough, unless brutally linear; but each 'branch' costs so much dev and artist time that there aren't going to be too many of them.

    There may also be a category for the games (the Civilization series being the most prominent example that comes to mind) that could have been implemented as board games; but would be near insanity if you had to keep track of teeny plastic wheat counters for every single square. If these are single player, they often wear out their welcome sooner or later because the AI opponents just aren'

  11. I still like... by slashmydots · · Score: 3, Informative

    I still like Exile 3 by Spiderweb software better. It's a super ultra mega classic RPG and its map makes Skyrim look small. I think it was released in 1994 or something but it still runs on Windows 7 32 bit today.