Dwarf Fortress

Dwarf Fortress

(HUGE UPDATE) The Long Night 6.1- A Sci-Fi Total Conversion (ASCII GRAPHICS ONLY, PREMIUM GRAPHICS NOT SUPPORTED)
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Update: Oct 1, 2024 @ 7:57pm

-Fix to hacking attacks ignoring line of sight. Walls and cover should now protect you.

Update: Sep 27, 2024 @ 4:48pm

-Farms and factories will no longer spawn in the wild. As stated in a prior patch note, this was a temporary solution to a bug in the game, and it is now fixed. Farms and factories can now only be bought, stolen, or manufactured to ensure scarcity and the importance of preserving farm resources.

Update: Sep 23, 2024 @ 7:29pm

5.2
-New semimegabeasts added. You'll now have to deal with automated weapon systems of the Late Imperial and Transitional Era, hardlight antiviral programs, and biomechanical swarm spawners.
-Some creatures will now draw from a randomized pool of "spells", including digital warfare programs. Most machines and hardlight creatures, for example, will have the ability to produce defensive software or attack you with malware injections. This should make developing your own digital experts a more appealing prospect, as without them you'll have few countermeasures against such systems. But that said, not all is lost. You can now purchase a "digital security drone" which will periodically grant temporary protection to individuals within its line of sight, if no other options are available. In addition, consumable datachips can be bought from civilizations or created in the manufacturing lock.
-Fix to some creatures not eating when they should.
-Boosters, renamed to 'mobility systems' or "MS", which are jetpack/powered exoskeleton/vehicle combos, can now haul things, climb, and come in ground-based, amphibious, and flying subtypes. Mobility systems are intended to do what they're named for, vastly increase the maneuverability of their pilots. With hauling on the table, they can now also carry all your stuff as you zip across the Megastructures in the upcoming adventure mode.
-Ranged transmutation programs changed, now divided into multi-targeting scatterguns, rapid-fire autoguns, and powerful cannons.
-Edible upgrades should no longer rot
-Many civs will produce tombs which will certainly not create rogue posthuman armies with slaved meat thralls.
-Other fixes

Update: Sep 14, 2024 @ 4:52pm

-Hopefully final fix to any issues pertaining to brewing drinks.

Update: Sep 13, 2024 @ 9:17pm

-Removed many "filler" plants, ensuring usable ones will be more frequently available for caravans. For those unaware, I previously used a system where certain crops would not spawn on the wild, but always be available for civs. This caused a bug which caused the game to freeze when embarking. However, Putnam has been informed of this and a fix is hopefully coming soon. The current situation with free-growing farms and factories is temporary until the issue is patched by the game itself.

Update: Sep 11, 2024 @ 12:19am

-Fix to issues with Transcendent beings not appearing in worldgen and also they can be made in fort mode now.

Update: Sep 8, 2024 @ 6:07pm

-An immense overhaul laying the foundation all future updates. In addition, it is now accompanied by a comprehensive guide for both the setting and gameplay, which will be updated in tandem with further additions to the mod.

Update: Mar 8, 2024 @ 10:02am

-Updated graphics for the current version

Update: Jan 6, 2024 @ 6:00pm

-Some new creatures added.
-Fix to an error in bulk manufacturing armor
-Fix to ex-anthropics arriving to trade.

Update: Oct 21, 2023 @ 6:58pm

-Fix to combat drones not attacking things, probably. Due to hardcoded issues ranged drones may still behave strangely but the functionality is now present.