Posts Tagged ‘Bay 12 Games’

Dwarf Fortress Update, The First In Two Years, Is Out Now

By Graham Smith on July 8th, 2014.

Graham, earlier.

“The mind has been rewritten quite a bit,” starts one of the patch notes for the new Dwarf Fortress update. The first addition to the fantasy simulation game in two years, version 0.40.01 offers sweeping generation to world generation and simulation, combat and movement, fortresses, trees and, yes, the mind. Step below for a dive into the game’s wonderful patch notes, and for more barely coherent rambling about how great this game is.

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Control Dwarf Fortress With Isometric Graphics And Mouse

By Graham Smith on June 26th, 2014.

Dwarf Fortress is not as hard to play as you think it is, but there’s no denying that its ASCII graphics lack modern clarity. Chances are that if you’ve played the game any time in the last two years, you did so not using a vanilla install, but by partnering the complicated fantasy simulation with third-party tools like DwarfTherapist or Stonesense.

As of earlier this week, Stonesense just became a lot more powerful. It previously let you visualise your world with isometric sprite graphics in a separate piece of software, but now that angled art can be integrated directly in the game itself. Best of all, it can be used not just as a visualiser but as an interface to control part of the game.

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First Dwarf Fortress Update In Two Years Arrives Next Month

By Graham Smith on June 2nd, 2014.

I bet there'll be new ways to stab things too!

Dwarf Fortress has long been one of game development’s most interesting blogs, owing to its creators’ propensity for adding absurd amounts of detail to their fantasy world simulator. But for the past two years, none of those updates have actually been available to play. That’s about to change. In this month’s Bay 12 Report, Toady One says that a new update including all those various tweaks and expansions is finally just around the corner.

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Dwarf Fortress: The Detailed Roguelike That’s Easy To Play

By Graham Smith on April 16th, 2014.

Dwarf Fortress is famous for producing anecdotes by the minute. The two-man, twelve-year, donation-funded indie project weaves together procedurally generated geography, civilizations and histories to create a rich fantasy world. It simulates its characters – standard fare like dwarves, elves, goblins, etc. – down to the most minute detail, and when all its systems combine, the results are often hilarious, occasionally tragic, and always surprising.

It’s also blissfully easy to play. The game is free to download and easy to install, the UI comes with a detailed and handy help system, and there’s a community wiki full of guides – not that you’ll need them. I started from scratch last night and was having fun immediately. Let me tell you about my experience.

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You Should Be Watching: Matul Remrit

By Adam Smith on March 13th, 2012.

Almost a year ago, Quinns told you that it would be a wise idea to read Matul Remrit, a collaborative storytelling effort from deep within the demented and ridiculous realm of Dwarf Fortress. He wasn’t wrong and now it falls to me to tell you to watch the latest installment. There are still bits of word-text on the screen occasionally so do bring your reading spectacles but this is a short film detailing the dwarves greatest battle yet, a tale of death, bravery and tragedy.

It’s a wonderful glimpse behind the number-crunching and complexity that illustrates why Dwarf Fortress is such an important game – it isn’t scripted, but it generates so many possible scripts. I wish I had the talent to tell my tales so well.

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Never Too Deep: Dwarf Fortress’ Massive Update

By Adam Smith on February 14th, 2012.

Every time we post this a dwarf gets his pickaxe.

A massive update for alternate world simulator Dwarf Fortress just landed and, by the Sacred Caverns That Bristle With Features, it’s a big ‘un that has been eleven months in the making. I’ll list more below but for starters, it looks like Adventure mode has been guzzling down its vitamins, with cities now having more variety, tombs to explore, and better traps and abilities. As for Dwarf mode, let’s just say vampiric and lycanthropic infections and leave it at that, shall we? Oh, but there’s so much more. The temptation to begin a new chronicle is strong.

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You Should Be Reading: Matul Remrit

By Quintin Smith on July 1st, 2011.

It's Dwarves Vs. Heights in the ultimate crossover battle!

What makes Matul Remrit the Dwarf Fortress diary you should be reading? So many things. The fact that it’s a collaboration between a writer, editor, artist and musician. The bleak and deeply weird tone of it that could not be more true to the game (as opposed to Tim Denee’s stuff, which makes the game comparatively accessible). The glimmering quality of it.

I meant to post about it forever ago and evidently forgot, but I’ve just been jolted into action by their posting an update containing a 36,000 pixel tall comic depicting the fortress’ most epic battle yet. All that bizarre, abstract text? That’s taken from the game’s combat logs. Go read. And then use the links to the left of it to jump back to the beginning. This one’s worth your time.

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The Song Of Onionbog, Pt 4: Fascism & War

By Quintin Smith on September 30th, 2010.

Don't worry about the turtles in the corner. They're dead. I think.

Onionbog is booming. Booming like a stinking, sulphurous deep-sea crater, emitting stinking hot burps on a regular basis. But I’m no fool. That’s why I’m building defenses. To keep my lovely hole in the ground safe.

I love this place. I hate this place. I’ll hate to see it fall. I’d love to see it fall.
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The Song Of Onionbog, Pt 3: Turtle Biscuits

By Quintin Smith on September 28th, 2010.

In which I make biscuits, make money, and begin making sense of things before something happens that makes me say “What the fuck” many, many times.

To clarify, what I’m trying to do with Onionbog is tell a story that’s also a basic introduction to how Dwarf Fortress works and what it’s like to play. There’s too much talk about how inaccessible DF is. What happens if you try and fumble your way through the game after only a few hours spent browsing tutorials? Onionbog is what happens.
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The Song Of Onionbog, Pt 2: Ingish’s Duty

By Quintin Smith on September 27th, 2010.

My Dwarf Fortress introduction & story continues! Whoever thought Onionbog would only last a matter of hours currently has egg on their face, I reckon.
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Dwarf Fortress: The Song Of Onionbog, Pt 1

By Quintin Smith on September 23rd, 2010.

They're doomed, of course.

So, last week we finally gave MineCraft the love and attention it deserved. Since then I’ve received a bunch of emails telling me I should do Dwarf Fortress next. As in, it’s another deeply unique PC indie game that we haven’t done much coverage on, and it suits a diary perfectly.

You know what? You guys have me wrapped around your little finger. Presenting the Song of Onionbog, Part 1.
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The Complete Rebel Without A Pause Key

By Kieron Gillen on April 7th, 2010.

Rebel Without A Pause Key was a short diary series I wrote in the early days of RPS. It was mentioned in the RPS chat yesterday leading to this “The Complete…” post because we were incy back then, and most of you won’t have read it. It’s based around Bay 12 Games’ pre-Dwarf Fortress game Liberal Crime Squad. It’s a somewhat satirical game about left-leaning terrorists. As you can imagine, strong language and posturing in front of Che Guevara posters follows…
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Getting Short: Dwarf Fortress 0.31.01 Out

By Kieron Gillen on April 2nd, 2010.

This is one of my favourite single RPS-headers, for the record.

Time to sit down and start singing about it going gold. Or, at least, the next version, which is as close as we get in the world of the ever-epic short-chap-simulation Dwarf Fortress. A list of mirrors can be found here and the full list of changes here. In short, lots of simulation improvement – including, intriguingly, souls which store an individuals mental attributes and skills. Also, fatness for tubby dwarves and – ooh – a massive expansion to the underground. Be a dwarf! Dig! Dig! Anyway, as I said, get from here, see tutorials from the last version here (i.e. obsolete, but enough to get the jist) and generally get stuck in. But Remember: initial releases tend to be a bit twitchy. It’s also interesting to read their April report, saying what they’re up to, including the amount of donations they get for hard-stats indie-number-crunchers.

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