《矮人要塞》补丁53.07 围攻系统的下一步计划?+ 全新动物肖像

0 点赞
Dwarf Fortress
转载

Hey Urists, This is our last Dwarf Fortress update for the year and we have patch 53.07, a list of the upcoming major features and a winter Tarn Time video. Release notes for 53.07: Here's another patch for the Siege Update. Dwarves will now have happy thoughts to bolster them after sieges, while invader movement has been made a bit more dynamic. There are lots of new animal portraits. Hundreds of them! And the lua has been brought in line with our full set of procedural creature graphics, so forgotten beasts in new worlds should look extra fancy now. Siege Updates Added a positive thought for everybody in the fortress when a siege is defeated. Made siege leaders a bit more dynamic when cut off. Made fleeing invaders with special movement (flying, magma etc.) escape more cleanly. Added invasion creature cap and strength to the difficulty settings. Pick/wall material now impacts digging speed through natural materials (for invaders and the player). Hunters reserve only 25 bolts at embark now. Default archer uniforms at embark specifies weapon if civilization has only one type. Default archer uniforms at embark created for both leather and metal armor. Graphics Updates Added hundreds of new creature portraits, and added new full body graphics for a few natural creatures. Added some new graphical layers to forgotten beasts/demons/titans and enhanced other layers. Added some missing graphical layers and tweaks to forgotten beasts/demons/titans/experiments. General Updates Fixed a crash caused by kitchen input with no entries. Fixed a crash related to post-worldgen population growth. Stopped items thrown at visitors by tantruming dwarves from causing an escalation to lethal combat. Stopped drunk/tantrum brawlers from attacking small and vulnerable body parts like the throat. Throwing and pinching are no longer considered brawling-level moves. Added a chance for falling creatures and objects to bounce at each level of stairs or heavy branches, rather than falling all the way down. Added (economic) difficulty setting for fortress dig speed. Currently the same on normal/hard. Tree/axe material impacts tree felling speed. Stopped certain children/animals from being born with negative sizes and/or random ages. Displayed correct age in years on sheets, respecting birthday. Displayed proper experimented-upon historical figure name in experiment description. Stopped fort vampires from attempting to disguise their kills with unique "Zero Kill" text on their kill list. Handled a few more issues with hospital patients and caretakers being frozen. Fixed grazer status only being displayed for grazers with long names. Brought mead value in line with other drinks. Properly respected complete ocean edge minimum settings of 1 and 2 during world generation. Added a mitigation for underground feature save corruption. Fixed some sort issues with lua for RNG stability. What's Next for Sieges? The list does not include the ongoing work on bugfixes and other quality of life improvements that occur simultaneously. We don’t have specific dates or timeframes to share but you can expect a lot of things from the list to arrive in 2026. If you’d rather see the video version, skip down past the text! Tarn writes: "Following the release of the Siege Update in November 2025, we're continuing on with a series of releases involving magic, armies, villains, site building, and maps. The first Siege Update focused on invasion planning, overcoming fortress defenses, and defensive siege engines. The second release will focus on magic, armies, and diplomacy. We've revised the list below of possible changes, none of which are guaranteed, but which we are aiming for: Magic diverse enough to make sieges and siege defense more exciting -Kidnapped humans and dwarves trained by demons as sorcerers -Deity-based powers and temple ceremonies -Other magic based on the supernatural structure of the world Resident wizards -Help to defend the fortress against magical sieges while you aid them in their work -Assign assistants to work in magical workshops and to go off-site for research tasks -Laboratory zones can incorporate lab equipment for alchemy and other magical research Improved diplomacy -Clean up siege negotiations -Send messengers to other sites -Ability to see existing petitions Using outside armies -Send out squads to muster armies in the hillocks -Use scouts to receive warning before enemy armies arrive -Engage, delay, and turn back sieging armies Misc -Changes to cage traps to make it more intensive but still possible to e.g. capture megabeasts -Make megabeast and kobold attacks more functional and interesting -Fix and improve underground civilization attacks (as far as we can without future map changes) -Anything from Combat Flow and Combat Styles that comes up, also a notion of reach We've promised Adventure mode site building as the first major Adventure mode feature post launch, since it used to be in the game but didn't make it in for the graphical version. This is still the plan, and we'll take care of it after Fortress mode gets some attention with the siege improvements above. In order to further motivate this for everybody, we're planning a foray into cross-mode play and Adventure mode crafting here. Details will follow as we get closer and select our direction. Post siege improvements, we'd like to start some map rewrites and additions to get us prepared for a more magical and procedural future. Prior to the Steam/itch work over the last years, we were working on villains, and left quite a bit of work on the table. After the siege improvements are done, and we've made some additional progress, we'll make another post to see how these additions will be incorporated. And of course, we'd like to start bringing more and more myths and magic and world changes into the game, probably through the avenues of covens and religion, but we'll see how that develops as all of the above progresses, since it will be important to be flexible.” Community Requests We hear you! There are many of you who have been asking for classic keyboard controls from the ascii version to make their way to Steam. We know this is important for the veterans who have developed muscle memory for the last 20 years. In order to do this we are going to move the interface elements out into lua. The expansion of lua is an ongoing project and work on interface widget luafication has already begun. But we don’t have any dates or timelines. We also get occasional questions about the Mac port, but as we announced earlier in 2025, we have chosen to put that port on hold indefinitely. The improvements and advances made wouldn't have been possible if we had been supporting that platform. Tarn Time Winter 2025 Tarn reflects on the siege update and outlines the features he’s excited to work on next. Watch here:

数百种全新的动物肖像已加入!

今日更新包含了由艺术家Neoriceisgood/Guido Bos创作的超过350张全新动物与生物肖像。从 majestic horse 到胆小的毛茸茸wambler,这里有许多内容等待你探索。我们很快将与Guido聊聊他的艺术创作和过程,如果你有特别想了解的问题,可以在下方留言。 与《西克斯之歌》捆绑销售 《矮人要塞》玩家购买捆绑包可在《西克斯之歌》当前25%折扣的基础上额外享受10%的折扣,这款全新更新的奇幻城市建造游戏非常适合那些想要体验更多模拟军队和战斗的《矮人要塞》粉丝。 以上就是2025年的全部内容!我们希望你能度过一个轻松的假期,你的矮人们能舒适地躺在床上,脑海中满是精怪情绪的幻想。我们将在新的一年以充满魔力的心态回归! - Bay 12 Games 与 Kitfox Games