Dwarf Fortress

Dwarf Fortress

Day/Night cycle? and sounds?
Are they gonna add some sound and some day and night cycles? Cuz that would be immersive AF. Just wondering. Thank you.
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Showing 1-8 of 8 comments
Wawawawawawawawa Jan 12, 2023 @ 6:45am 
I would like more sounds, and more accurate for temples and such. Maybe for battles even if it would meant a massive amount of sounds.
There's not a filter in fortress because days go by too quickly.
commonscience Jan 12, 2023 @ 7:16am 
yea, i really like hearing mining sounds for example, or the sounds of a blacksmith hitting iron. stuff like that would be sick. and it might just be my opinion, but i think it would be sick if they added day and night cycles, slowed down the time a bit so you can watch your colony work its way through the day.
Harmonica Jan 12, 2023 @ 7:27am 
I don't disagree that it would be immersive to see detailed simulation of light and dark but I think in order to do that you'd be playing a different mode where time passed a lot slower, like pseudo realtime. I would love more procedural atmospheric sounds, though. Being down in the mines or caverns is very relaxing. Would love the pick sounds to be tied to individual dwarves working or hauling things and so on.

The day night cycle thing is always a tricky thing to do visually in games like this where time is passing very rapidly. At normal speed it would be a constant flicker and literally seizure inducing. I play the game at a low game FPS, usually 20fps (so creatures move at more or less 'realistic' speeds) and still at that rate days are passing very rapidly to the point where single days are not important to show visually.

Some games do work around this by disconnecting the visual day/night cycle from the passing of days themselves... but at that point it's always a little synthetic, because nothing in the fort itself would be tied into the light/dark cycle.
Last edited by Harmonica; Jan 12, 2023 @ 7:29am
db48x Jan 12, 2023 @ 7:43am 
Adventurer mode had a day/night cycle, but in Fortress mode time passes much more quickly so it is abstracted away.
Sinclair Jan 12, 2023 @ 7:51am 
There is no reason for a day/night cycle in fortress mode, as one day is around 20-30s. This would be much more viable for Adventure mode, as that mode is fully turn-based, with one 'turn' equivalent to about 0.5s of in-game time .
Originally posted by commonscience:
yea, i really like hearing mining sounds for example, or the sounds of a blacksmith hitting iron. stuff like that would be sick. and it might just be my opinion, but i think it would be sick if they added day and night cycles, slowed down the time a bit so you can watch your colony work its way through the day.

You'd have to slow the whole game down though. Which might have technical advantages, due to how the game processes events. But you don't really get to enjoy the day/night cycle, because the fort's work flow slows pretty hard. It also has a knock on effect of tempting players to overload the work queue, which multiplies the original problem.

I wonder if theres a clock multiplier for fortress and world events, to make the fort run faster relative to the world's.
Gramstaal Jan 12, 2023 @ 8:26am 
As others said, the free version has a day/night cycle for Adventurer mode so we'll get that in the Steam version as well. It has a much bigger impact than it would have in Fortress mode.

The most you get in Fortress mode is the moon phase, which can influence things like Werebeasts.
Last edited by Gramstaal; Jan 12, 2023 @ 8:27am
Sinclair Jan 12, 2023 @ 8:31am 
Originally posted by FireStorm(StarlinVF):
Originally posted by commonscience:
yea, i really like hearing mining sounds for example, or the sounds of a blacksmith hitting iron. stuff like that would be sick. and it might just be my opinion, but i think it would be sick if they added day and night cycles, slowed down the time a bit so you can watch your colony work its way through the day.

You'd have to slow the whole game down though. Which might have technical advantages, due to how the game processes events. But you don't really get to enjoy the day/night cycle, because the fort's work flow slows pretty hard. It also has a knock on effect of tempting players to overload the work queue, which multiplies the original problem.

I wonder if theres a clock multiplier for fortress and world events, to make the fort run faster relative to the world's.
This is a static hard-coded value from what I understand:
https://dwarffortresswiki.org/index.php/Time
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Date Posted: Jan 12, 2023 @ 6:39am
Posts: 8