Fortress Mode update 50.14: Bugfixes, Graphics for babies, crops and equipment
Hey Urists,
We have a Fortress Mode patch this week which adds in a bunch of graphics that we added to Adventure Mode beta as well as some bug fixes. We are still primarily working on getting the last few features for Adventure Mode finished so there won't be regular patches for Fortress Mode quite yet. But we wanted to do this as a little thank you to the Fortress players who have been extremely patient while we've been busy with Adventure Mode. We are getting close now!
[h3]A word of warning:[/h3] There is a risk of losing your saves with this update. There's been an issue related to the Steam C++ redistributable, which we think may be resolved. We recommend playing the new patch with a save file you don't mind potentially losing just in case there's any issues that come up in the next few days. We will update you when this risk no longer an issue.
[h2]Patch Notes 50.14[/h2]
Major bug fixes
Graphics additions/changes
Other bug fixes/tweaks
We also just released a video from programmer Putnam showing off a new feature we're working on, in which players will be able to use Lua in their mods to literally change the code to make custom behaviours and adapt the systems more expansively than ever. This also acts as the foundation for the upcoming procedural magic system which will be added to all modes. Watch the full video on Youtube:
[previewyoutube][/previewyoutube]
See you in the next patch!
-Alexandra
We have a Fortress Mode patch this week which adds in a bunch of graphics that we added to Adventure Mode beta as well as some bug fixes. We are still primarily working on getting the last few features for Adventure Mode finished so there won't be regular patches for Fortress Mode quite yet. But we wanted to do this as a little thank you to the Fortress players who have been extremely patient while we've been busy with Adventure Mode. We are getting close now!
[h3]A word of warning:[/h3] There is a risk of losing your saves with this update. There's been an issue related to the Steam C++ redistributable, which we think may be resolved. We recommend playing the new patch with a save file you don't mind potentially losing just in case there's any issues that come up in the next few days. We will update you when this risk no longer an issue.
[h2]Patch Notes 50.14[/h2]
Major bug fixes
- Linux trainer crash fixed (again)
- Added crash guard for bad civilian alert
Graphics additions/changes
- Dwarves/humans/elves/goblins/kobolds have child and baby images, new equipment, and palette support
- Garden and crop plants have more images
- Mandible portrait fixed for experiments
Other bug fixes/tweaks
- Good/bad thoughts about tombs work
- Poisonous forgotten beasts work more reliably
- Various minor tweaks to input/layout
- Fixed drinks being destroyed on unretire
- Fixed a few broken sorts
We also just released a video from programmer Putnam showing off a new feature we're working on, in which players will be able to use Lua in their mods to literally change the code to make custom behaviours and adapt the systems more expansively than ever. This also acts as the foundation for the upcoming procedural magic system which will be added to all modes. Watch the full video on Youtube:
[previewyoutube][/previewyoutube]
See you in the next patch!
-Alexandra