This has been wonderful so far- I managed to completely forget to fall asleep for six hours and have already reached 20 dwarves in my new settlement.

Havent found anything really interesting so far, but I have only been 2 levels down and was spending all of my time being impressed by the trait system/physical qualities for the dwarves. Fat dwarf miner is so slow!

If anyone is able to give me tips on how to get generated a fairly evil and also volcanic world I’d appreciate it!

I’m not too sure about the volcanic part, but evil is fairly easy. Just remove the requirements on good regions and increase each evil attribute 10x.

-High temperature, increase the min as well as the max
-Low rain
-Lots of volcanoes
-Haven’t come across a way to get good craggy valleys yet
-Low river count, maybe high pre erosion count and next to nothing post erosion so you get lots of ex stream beds? If that’s how it works
-Remove the requirements on each terrain type

The harder part is getting something with a playable civilization

Evil is a bad idea. Skeletal stuff is basically unkillable.

Generate something more normal and cry at how dangerous the underworld is.

Good point.

As for any Qt3 game I propose we wait a couple of weeks for major but fixes? Is toady likely to do that? And I propose more ideas for nasty. A giant rocket is a pretty good start.

Toady says there will be more releases this year, but I for one don’t believe him. Lets go!

The only thing I particularly care about is how much harder than usual it is to farm. We could stick to above ground only crops I guess, which would make things a little more exciting.

EDIT: Donated, and the thankyou page has this image. I actually laughed out loud.

Only the major releases take forever. He’s usually really awesome about bug fixes. Like, one or more releases per day awesome. :)

I had my first serious injury today, after a small cave in. A season or two later I went to see how they were doing.
Hmm, still an injured skullWith thread in it?! Awesome.

There are still some pretty big bugs here. I’ve had digging not get dug for no reason - other nearby digging works, this lot doesn’t. Hmm. I’ve also got a miner who refuses to move from his location. Slowly he is dying of thirst and hunger. No reason there either.

Yeah still some serious bugs.
Stockpiles taking stuff from other stockpiles makes dwarves stand and not move.

Also, I’m I the only one with a world where nothing rots?
My map is full of remains and body pieces that existed for two years now.
It isn’t even scary as most of those are butterfly remains and stuff like that. :D

Also, its possible to use the mayday 16 version with the new release and without graphical issues.
You have to generate the world in a vanilla version, then copy the save to a graphics version. You also have to replace the grahpics folder in the save folder itself.
Sorry, I’m in a hurry, otherwise I would write a more extensive description or upload a version. I guess the next time I could do that there already will be a new mayday version. :)

http://www.bay12games.com/forum/index.php?topic=51961.0 for graphics sets.

Is this new version lagging A LOT more? I also made a fairly small zone and it was using up a GB of RAM. I guess it will take a while before this gets playable as it was for last version.

What stops me for playing for longer term is some design issues. The more it goes into minutiae and the less playable it is. For example the last version turned me off because once the few animals were killed they wouldn’t be respawned anymore. It’s a kind of big issue since hunting is basically useless.

Or how the game goes into a great extent of simulating hundred of terrain materials, but then there’s no difference and a fortress made into sand is as strong as one made into stone. I continue to think that the game should simulate and expose only parts that actually come into gameplay. There’s no reason to have hundred of materials if game-wise they all behave identically.

I also wonder why he can’t separate the font for text with the font for sprites. All custom tilesets have images that show into normal text because the two overlap.

Yeah, there’s some tweaks required with using Partial Print in the init file. Turn it on and put it up to 16 or so.

This is part of the magic of dwarf fortress in the first place. Sooner or later you know toady’s going to do another materials pass and make each building material a little (or a lot) diffrent.

Are you interpreting things or there’s a combat log in Dwarf Fortress mode?

That’s for sure. My only complaint is that he focuses a lot on complicate stuff that doesn’t really comes into play when fixing some basic stuff would be easier and make the game more fun right away.

I don’t know how this year of development changed gameplay, my problems with the game were usually minor things that affected the gameplay hugely and surely didn’t require a year to get fixed.

Check out arena mode, there is a full blown combat log now.

Yeah, but he was in Dwarf Fortress mode. Even in the previous versions the adventure mode had a combat log, but it wasn’t there in fortress mode.

Another example: http://www.rockpapershotgun.com/2010/04/02/getting-short-dwarf-fortress-0-31-01-out/#comment-424810

Is this thing even possible? How much is just roleplayed and how much actually happened in the game?

That’s pretty much all stuff that happened in game.

Also: Be patient, guys. :)

It’s all ingame, HRose. Bits of skull are being simulated as piercing the brain, etc. It’s pretty much the major thing outside of the revamped underworld.