14 feb 2012

El amor llega a Dwarf Fortress


Nueva versión del grandioso simulador Dwarf Fortress en la que nos encontramos como novedad con ejércitos de esqueletos dispuestos a asediar nuestras fortalezas, espías vampiros, plagas de enanos-lobo y muchas mas opciones nuevas para el juego en modo aventura (ademas de una larga lista de bugs corregidos).
¡Que ganas de hincarle el diente a esta nueva versión!

 A continuacion dejo una lista completa con los cambios:
New stuff 
  • cities in adventure mode that have various buildings, dungeons, items, livestock, etc.
  • protect your community from secret vampire dwarves or hunt them as an adventurer
  • defend your fort during the full moon or risk a werewolf infestion -- hunt/be hunted as an adventurer
  • face armies of the dead in dwarf mode or visit their necromancers' towers and learn their secrets as an adventurer
  • evil regions where the dead and pieces of the dead can come alive, with evil mists and rain
  • tombs built in world gen which can be visited in adv mode, either beneath towns or out in the wilds -- beware the dead!
  • revamped justice/witness/death notification system in dwarf mode
  • immigrants to your fortress will now be historical figures whenever possible, which means more family relationships and history for each one
  • dropped items/bodies tracked between plays in the wilderness anywhere in the world
  • more battlefield information tracked/war dead raisable in world gen
  • all sponsorship animals and their giant/man versions are in the game now
  • various new abilities for creatures (see file_changes.txt for list and syntax)
  • adventurers can use creature abilities/learned powers and they can be tested from the arena
  • new site travel map to make navigating towns easier
  • reading/swimming/observer (for traps) relevant in adv mode now
  • established historical figures can lead bandits
  • rivers block movement in adv mode travel
  • eating/drinking required in adv mode
  • ingested syndromes are now possible
  • ability to make campfire (from 'g') and warm items at campfire/fire/magma (from 'I') in adv mode
  • traps work in adv mode, once spotted they can be ignored
  • gems now have different cuts
  • necromancers can write books about various topics (all books are in their towers as it stands)
  • moon phase indicator in fort
  • alphanumeric world gen seeds and some more world gen params (see file_changes.txt)
  • the legends xml has a lot of new info for historical figures

Major bug fixes 

  • buffer overload from aborted world gen fixed
  • fixed cave-in-on-embark issue with hidden underground structure, and a few others

Other bug fixes/tweaks 

  • designations over z levels all at once now possible
  • unit screen divided into four sections
  • rivers/pools have ramps now
  • able to trade portions of stacks in both modes
  • messed with adv mode currency trading and made items teleport to you
  • tweaked how fire damage works
  • made vision work through floor grates and bars properly
  • fixed some road/bridge problems
  • crystal glass items possible again
  • tweaked adventure mode swimming and alt-movement readout (use alt-movement to get into a river you want to cross)
  • skeletons/zombies replaced by animation effect
  • demons masquerading as gods will try a little harder
  • restricted mandates so they'll be more reasonable
  • stopped blank map from being exported when you back out of detailed map export
Fuente: Dwarf Fortress


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