[HN Gopher] Dwarf Fortress has sold half a million copies
       ___________________________________________________________________
        
       Dwarf Fortress has sold half a million copies
        
       Author : gabythenerd
       Score  : 467 points
       Date   : 2023-01-06 14:47 UTC (8 hours ago)
        
 (HTM) web link (www.bay12forums.com)
 (TXT) w3m dump (www.bay12forums.com)
        
       | naillo wrote:
       | They deserve way more :)
        
       | devin wrote:
       | I purchased a copy and don't even have a windows machine to play
       | it on. Cheers to them for their success. It is well-deserved!
        
       | smegsicle wrote:
       | no more linux support on classic ??
        
       | INTPenis wrote:
       | I used to play DF a lot back in 2009, was a real geek about it.
       | 
       | Then life took over and I lost all the muscle memory.
       | 
       | Since the Steam release came out I've been playing DF almost
       | DAILY again. It's so much FUN!
       | 
       | Adventure mode will take the world by storm again, so that will
       | probably mean a huge uptick in sales once it's finished.
        
         | WharfWhoretress wrote:
         | Have they announced their intent to re-do Adventure Mode also?
         | I've heard it both ways.
        
           | Arrath wrote:
           | Yes they will be releasing Adventurer mode in DF Steam. There
           | is, I've read, some quirk in the Steam store agreement where
           | if a game has a free version they must have feature parity,
           | so development will focus on bringing the Steam release to
           | par with the classic version, and then both will be developed
           | in step.
        
       | causality0 wrote:
       | I'm so excited to see where they go from here. My fantasy is a
       | version of DF where entity movement isn't locked to a grid, that
       | would open the door for real animations, smooth movement, or even
       | a 3D version.
        
         | AnIdiotOnTheNet wrote:
         | None of that requires a non-grid based approach. Many puzzle
         | games are grid based but have smooth animation and movement,
         | and rendering it all in 3D is pretty orthogonal. The big
         | problem would be making the entities non-abstract enough that
         | their animations could make some kind of sense visually.
        
           | causality0 wrote:
           | _None of that requires a non-grid based approach._
           | 
           | I kinda figured that but I wanted to couch my opinion because
           | the last time it came up I got yelled at a lot when I wanted
           | the sprites to face right when moving right.
        
         | zhynn wrote:
         | They hired another developer for the first time ever, I am
         | thinking this will be a huge boost to development speed.
         | 
         | Granted, I bet the source is.... labyrinthine and will take
         | quite a while to get up to speed.
         | 
         | Now that they have more than one dev they will probably want to
         | use source control...
        
         | OkayPhysicist wrote:
         | They have a roadmap [0] for DF that, assuming historical
         | development velocity, will take another 5 odd years to
         | complete. The big upcoming (ignoring the never ending yak
         | shaving that tends to lead DF development) is the Myth and
         | Magic update. Also, boats.
         | 
         | [0] http://www.bay12games.com/dwarves/dev.html
        
       | cmrdporcupine wrote:
       | Just did a 7-hour-each-way roadtrip with my 12 year old son and
       | my ears were filled by him with the minutiae of Dwarf Fortress in
       | both directions.
       | 
       | So I hope the developers are getting paid handsomely, someone
       | should be, with that level of intense obsession being produced
       | :-)
        
       | Tepix wrote:
       | Note that if you buy it on itch.io you also get a Steam key. So
       | if you count both separately and add the numbers, you'll probably
       | count too many.
       | 
       | Anyway, i bought one of the copies and the game is fun, whenever
       | i feel like doing unlimited amounts of micro-management ;-)
        
         | nusaru wrote:
         | Thank you. I just now went to buy the game and nearly bought it
         | on Steam but I remembered this comment at the last moment.
        
       | rehamelbasha wrote:
       | [dead]
        
       | bmurphy1976 wrote:
       | It's gonna be 500,001 when I'm done with my current game. It's at
       | the #1 spot on my Steam wishlist. I try not to buy a game until
       | I'm actually ready to play it these days, so it's coming soon
       | just not quite yet.
       | 
       | Congratulations on the well earned success!
        
         | karlgrz wrote:
         | I got it last week and played through the tutorial and then
         | about 30 minutes after that. It's _really_ well done :-)
        
       | lfodofod wrote:
       | So uh, what does the kit plane company have to do with all of
       | this?
        
         | papercrane wrote:
         | KitFox is publishing the game and taking over customer support.
         | They probably funded the music and art, but I don't know if
         | that's confirmed or not.
         | 
         | It's likely they went with KitFox because they already had a
         | relationship. One of the founders of KitFox is Tanya Short,
         | who's edited two books on procedural game design with the DF
         | programmer, Tarn Adams.
         | 
         | https://doi.org/10.1201/9781315156378
         | 
         | https://doi.org/10.1201/9780429488337
        
           | mysterydip wrote:
           | I was just looking at buying these books yesterday, but
           | didn't make the connection with the author names! Thanks for
           | the tip, definitely purchasing.
        
         | haunter wrote:
         | Kitfox Games? They are the publishers
        
           | jyxent wrote:
           | I believe they also funded the graphics and music for the
           | premium edition.
        
       | sumobob2112 wrote:
       | really really really wish that they had kept a mac release on
       | steam
        
         | TillE wrote:
         | They've said it's coming. No particular timetable, but
         | definitely this year.
        
         | piraccini wrote:
         | ...or linux. But I guess it should work with Proton.
        
           | dunefox wrote:
           | It works very well.
        
           | zhynn wrote:
           | I play it on the steam deck, it works. The input is fiddly
           | (though there are some impressive community input configs
           | that use radial/grid menu popups from the touchpads to issue
           | commands), but it does work.
        
       | josephd79 wrote:
       | I've seen several post about this game. I'm gonna take the plug
       | this weekend.
        
       | samwillis wrote:
       | Revenue numbers on that page don't include the Steam numbers
       | since the launch in December ~ $15M is revenue in one month!!
       | 
       | To go from $15k to $15M, x1000, in a matter of weeks must feel
       | incredible. Particularly after 15 years of hard work.
        
         | agolio wrote:
         | If anyone deserve to get rich it's the people that gave away
         | their project for free for 15 years turning down multiple
         | monetisation opportunities on the way. Very happy for them.
         | Next up VLC!
        
         | luxuryballs wrote:
         | and it's motivating for those of us (me) who have been working
         | on a project and are quite aware that it will take years to
         | complete
        
           | make3 wrote:
           | yeah this is 100% survivor bias; their success only means you
           | can make money with already hugely successful & popular
           | projects, it's not indicative that your project will be
           | successful or that you're doing the right thing
        
             | luxuryballs wrote:
             | but it's an example of someone following through and
             | bringing something to fruition, not to imply it means
             | you'll get the same sales and reception but working 15
             | years on a project is an insane extreme, if he can do that
             | I can do a year or two just to say I finished it
        
           | codeulike wrote:
           | Watch out for survivor bias tho
        
             | somenameforme wrote:
             | Depends on one's motivation. I really doubt at any point
             | the Dwarf Fortress guy expected to become a millionaire
             | with his game anymore than Notch expected to become a
             | billionaire off Minecraft. They pursued the ideas because
             | they were doing something that they themselves wanted, and
             | enjoy(ed) making.
             | 
             | There are other examples like UnReal World [1]. It's a game
             | about surviving in the wilderness in Finland made by a guy
             | living out in the wilderness in Finland. It had its first
             | release 31 years ago, and the dev is still going at it.
             | He's not exactly rolling the dough, but what's better than
             | doing what you enjoy and making enough to get by doing it?
             | 
             | Well sure, making _way_ more than you need! But spending
             | the prime of your life doing something you love with the
             | chance of a nice payday, seems more pleasant than spending
             | the prime of your life doing something you dislike but with
             | a more guaranteed upper mid payday.
             | 
             | [1] -
             | https://store.steampowered.com/app/351700/UnReal_World/
        
             | TillE wrote:
             | 80% of everything fails.
             | 
             | It _is_ absolutely possible to succeed as a solo indie game
             | developer, even if the likes of Minecraft or Stardew Valley
             | or Dwarf Fortress are pretty extreme outliers. But it 's
             | nice when they do succeed.
        
               | sph wrote:
               | How many of those failing 80% were working as hard as the
               | Tarn brothers or Eric Barone? I'd be surprised if 1% of
               | them were.
               | 
               | Luck is a big factor, but working hard is an often
               | underrated component. Equating game development, or
               | anything in life, as a lottery is a terrible mindset to
               | be in and sets one up for failure and mediocrity.
               | 
               | Success lies somewhere between cutting one's own losses
               | early, and unrelenting stubbornness.
        
               | ido wrote:
               | More Like 95%
        
               | hesdeadjim wrote:
               | I'd say even that is generous. Especially once you
               | consider opportunity cost -- length of development,
               | contractor expenses, hardware, lost potential earnings if
               | employed, etc.
               | 
               | My VR game eventually sold 130k copies over four years,
               | but amortized over 1.5 years of development, $100k
               | contracting expenses, $25k hardware, most copies sold at
               | sale price, and another partner to split earnings with I
               | still would have made significantly more as an employed
               | principal or even senior engineer.
               | 
               | As far as indie game success goes, selling this many
               | copies puts me on the far end of the percentile scale.
               | Oof.
               | 
               | There is of course the non-monetary "compensation"
               | aspect. I created something I am truly proud of, tons of
               | people have either seen or played it and enjoyed the
               | experience, and I crossed a huge item off the ol' bucket
               | list. Even if the game had only sold 10k copies, I still
               | would have called it a win personally.
        
             | throwaway4aday wrote:
             | The success of DF should be viewed as the result of
             | perseverance in coding and dedication to a community. They
             | are pretty much the OG of their niche and have spawned
             | thousands of copies but the copies have been the ones to
             | fail for the most part mainly due to not sticking with it
             | and/or not building a strong community around their
             | projects. DF survived pretty much in spite of the actual
             | product itself which, while it has improved steadily over
             | time, remained almost actively user-hostile with its UI.
             | You had to really love the game and the community in order
             | to play it regularly. The Steam release is really a
             | crowning triumph that will hopefully ensure the legacy of
             | the game if not a completely renewed life.
        
         | jyxent wrote:
         | Probably a bit less revenue, due to regional pricing and the
         | key arbitrage that ends up happening with that.
         | 
         | Still a huge success, though.
        
         | jeffwask wrote:
         | Really happy for these guys and the reward for their passionate
         | dedication to the game and community.
        
         | wonderwonder wrote:
         | And it's 15k divided by 2 before tax isn't it? Pretty amazing
         | story of just doing what you love and eventually getting
         | rewarded.
        
           | AnIdiotOnTheNet wrote:
           | Apparently Toady has had several 6 figure opportunities just
           | to license the name that he's turned down.
           | 
           | The game is made for the love of making it and what little
           | money they made was always just about allowing them to keep
           | doing what they love. The resulting good will from their 20
           | years of labor and refusing to sell out paid off in the end
           | when they needed it. Honestly, I'd have bet that if they
           | released the "premium" version for free on bay12 but $30 on
           | Steam they'd still make the majority of what they have.
        
             | bombcar wrote:
             | Yeah, they've been "comfortable" for years now, the main
             | reason to "sell out" if you will was to ensure that health
             | insurance would be available.
        
               | nasmorn wrote:
               | How can you be comfortable if you don't even have health
               | insurance. Seems like an oxymoron to me.
        
               | colordrops wrote:
               | When you are young it seems like you don't need it.
               | Usually there comes a time though where you realize you
               | should have it.
        
               | NoraCodes wrote:
               | In America, healthcare (insurance and out-of-pocket) can
               | be a major contributor to cost of living for anyone with
               | anything more than the occasional cold. It's especially
               | bad for self-employed people like the Adams.
        
               | anamexis wrote:
               | You seem to be in agreement.
        
             | DonHopkins wrote:
             | It reminds me of Justin Hall's story about holding out and
             | refusing to sell "bud.com" to Budweiser.
             | 
             | Instead he just hung onto it, and eventually used it for
             | his own bud delivery company, once recreational cannabis
             | was finally legalized.
             | 
             | He was much happier that great three-letter domain name be
             | used for something he loves, strong kind bud, instead of
             | something he hates, weak piss beer.
             | 
             | https://bud.com
             | 
             | https://bud.com/history-of-bud-com/
             | 
             | >In 1999 I was contacted by a lawyer Steven M. Weinberg,
             | representing Anheuser-Busch, makers of Bud beer.
             | 
             | >We chatted by phone: "So, you're a college student!"
             | 
             | >Actually I graduated the year before.
             | 
             | >He continued: "Well, how does $50,000 sound for bud.com?"
             | 
             | >I replied that $50k should be the interest generated by
             | the money someone pays for bud.com. This is a three letter,
             | actual word, dot com domain, and if I'm going to see it on
             | every beer can you make forever, I should at least be well
             | compensated. I remember reading that the marketing budget
             | for Budweiser beer that quarter was $16.1 million. BUD was
             | the company's stock symbol.
             | 
             | >I wasn't going to sell lightly, and they weren't going to
             | bid against themselves, so we didn't get anywhere.
             | 
             | The story about his fight to register the four-letter
             | domain name fuck.com is also hilarious:
             | 
             | https://www.links.net/webpub/fuck.com.html
        
               | zamadatix wrote:
               | I'm torn on this story. On one hand I'm really glad he
               | got to keep using it personally out of the gate and
               | eventually was able to later use it again for the intent
               | it sounds like he gave when registering, couldn't ask for
               | anything more for a short domain.
               | 
               | On the other his reasoning for not selling was really
               | unrelated to any of that. His response was standard
               | squatter logic - I registered it first and you have a lot
               | of money + will actually use it heavily so I'm not
               | selling unless it's for tens of thousands of times what I
               | got it for. It wasn't like he responded "I think I will
               | get more than 50k of use out of it" or "It's more than
               | 50k of inconvenience for me to change my email" it was
               | straight up "I replied that $50k should be the interest
               | generated by the money someone pays for bud.com. This is
               | a three letter, actual word, dot com domain, and if I'm
               | going to see it on every beer can you make forever, I
               | should at least be well compensated". Kind of ruins the
               | inspiration when the thing he actually held out for was
               | rent seeking.
               | 
               | On the third hand Budweiser is indeed really shit beer...
        
               | expazl wrote:
               | That's not squatters logic any more than you're a
               | squatter in your own home if you refuse to sell even if a
               | generous offer comes along because you value your home a
               | lot more than even an above market offer, but you'd still
               | likely sell at 100 times valuation. Again, that doesn't
               | make you a squatter, just someone holding on to something
               | and saying "If you really want this, you're going to have
               | to offer me something grand, and I know you can afford
               | it, otherwise I'll hold on to it".
        
               | Upvoter33 wrote:
               | It doesn't seem like a very similar story at all. One is
               | a story of hard work for many years on something one
               | loves; the other is cybersquatting eventually (kind of)
               | turning into a business?
        
           | KRAKRISMOTT wrote:
           | Can't they carry forward the losses from the past 15 years?
        
             | hgsgm wrote:
             | Food and rent aren't losses.
        
               | expazl wrote:
               | What? A company pays it's workers a salary and that's a
               | loss for the business no matter if the people it's paid
               | to are using it for food and rent.
               | 
               | If they didn't have any revenue coming in at all, then
               | they should have a quite high deficit in the company that
               | they can subtract against the income now to reduce taxes.
        
           | berkle4455 wrote:
           | $15M * 70% = $10.5M and some percentage goes to the publisher
           | they're working with (let's say another 30%) = $7.4M / 2 =
           | ~$3.7M each
        
             | HDThoreaun wrote:
             | 30% goes to the publisher? What service are they providing?
        
               | pflats wrote:
               | 20% is going to the publisher. They paid for the Steam
               | version, including hiring the graphics and sound people.
               | They're also handling customer support for the paid
               | version.
               | 
               | https://www.reddit.com/r/dwarffortress/comments/b0mzog/of
               | fic...
        
               | gnarbarian wrote:
               | being on steam is pretty valuable. people are more likely
               | to buy a game on steam than off of a random website.
               | steam will show your game to people who like similar
               | games. there are cloud saving features, mod integration,
               | updates etc.
        
               | [deleted]
        
               | SXX wrote:
               | Of course for legendary game like Dwarf Fortress it
               | doesn't make sense and it much lower, but for normal
               | indie game 30% is not a limit so most of developers get
               | less than 50% of sales after Steam and publisher cut.
               | 
               | Usually % that goes to a publisher depend on stage of
               | development, risk publisher taking, whatever you give up
               | your IP and your agreement on recuperation. E.g. if you
               | keep your IP, but publisher cover most of development
               | costs after prototype then they will likely take up to
               | 50% after Steam cut.
        
             | SXX wrote:
             | Steam revenue share over $10,000,000 is decreased to 25%.
             | 
             | Also it very unlikely publisher get 30% for title like DF.
             | More likely there is some recuperation if publisher
             | invested into new version and then then 10-15%.
             | 
             | PS: I work in game development.
        
       | tastyfreeze wrote:
       | Having enjoyed DF immensely, for free, in the past, I bought DF
       | on Steam to support the Toady One and Three Toe. The UI changes
       | make the game much more approachable. It still has a steep
       | learning curve. But, I don't need to run a dwarf job manager
       | alongside the game. The one thing that I would love to see added
       | is the ability to create and reuse blueprints. Third party macro
       | tools did this job in the past.
       | 
       | Congratulations on your much deserved success Toady One and
       | ThreeToe.
        
       | moritonal wrote:
       | So they've used some of this to hire a second developer.
       | 
       | I wish them the best of luck, entering a codebase developed by a
       | single dev for 15 years.
        
         | ttctciyf wrote:
         | Seems to have hit the ground running:
         | https://steamcommunity.com/games/975370/announcements/detail...
        
           | warent wrote:
           | I never played this game, but heard it described as "vast".
           | 
           | Was curious what programming language it was written in, and
           | instead found this:
           | https://www.dwarffortresswiki.org/index.php/Language
           | 
           | WTF is this game?
        
             | Sharlin wrote:
             | And the current languages are pretty much just Markov-
             | chain-based placeholders for an eventual much more complex
             | system with, presumably, actual grammar and all.
             | Procedurally generated for every new world created.
        
             | metiscus wrote:
             | Dwarf Fortress is an almost two decade project of
             | interactive storytelling in the form of a video game.
             | They've modeled the world down to an incredible level
             | including personal relationships between people, races, and
             | nations, skill growth, a mostly correct geologic model, the
             | depth of this game is immense. The lives of each person
             | alive in the simulated world are recorded and details are
             | explorable etc. They model the languages spoken by the
             | various races, basically an incredibly creative group of
             | people just recursively modeled the world for something
             | like 15 years adding depth where they wanted and the result
             | is Dwarf Fortress.
        
             | kibwen wrote:
             | Don't miss the investigation into Dwarven grammar:
             | http://www.bay12forums.com/smf/index.php?topic=173289
        
             | suby wrote:
             | To answer the question for anyone interested of what
             | programming language it is written in, Stack Overflow did a
             | Q&A with Tarn Adams (developer) where they asked this,
             | among other things.
             | 
             | Q: What programming languages and other technologies do you
             | use? Basically, what's your stack? Has that changed over
             | the 15-20 years you've been doing this?
             | 
             | A: DF is some combination of C and C++, not in some kind of
             | standard obeying way, but sort of a mess that's accreted
             | over time. I've been using Microsoft Visual Studio since
             | MSVC 6, though now I'm on some version of Visual Studio
             | Community.
             | 
             | I use OpenGL and SDL to handle the engine matters. We went
             | with those because it was easier to port them to OSX and
             | Linux, though I still wasn't able to do that myself of
             | course. I'm not sure if I'd use something like Unity or
             | Unreal now if I had the choice since I don't know how to
             | use either of them. But handling your own engine is also a
             | real pain, especially now that I'm doing something beyond
             | text graphics. I use FMOD for sound.
             | 
             | All of this has been constant over the course of the
             | project, except that SDL got introduced a few years in so
             | we could do the ports. On the mechanical side of the game,
             | I don't use a lot of outside libraries, but I've occasional
             | picked up some random number gen stuff--I put in a Mersenne
             | Twister a long while ago, and most recently I adopted
             | SplitMix64, which was featured in a talk at the last
             | Roguelike Celebration.
             | 
             | https://stackoverflow.blog/2021/12/31/700000-lines-of-
             | code-2...
        
             | __MatrixMan__ wrote:
             | Take a look at this bug, perhaps it'll give you an idea:
             | http://www.bay12games.com/dwarves/mantisbt/view.php?id=9195
        
             | zhynn wrote:
             | DF is a procedurally-generated colony sim (build a colony
             | in the wilderness and survive/thrive/die in an entertaining
             | way).
             | 
             | But that's not _why_ it is vast. The vastness comes from
             | three main things, I think:
             | 
             | 1. the number of distinct procgen systems. Creatures have
             | procgen phenotypes and personalities. The landscape,
             | biomes, and simulated geology/hydrology. Biomes. The
             | civilizations and simulated history. The names of things.
             | Religion, Instruments, cultural songs and dances,
             | masterwork items and treasures, legendary forgotten beasts,
             | and a bunch of stuff that doesn't come immediately to mind.
             | 
             | 2. the inter-relatedness of the procgen systems. In many
             | procgen games, the different systems do not affect each
             | other. Systems that affect each other multiply the
             | possibilities. And if they all affect each other, it's
             | exponential. They all multiply each other. It's hard to
             | describe how hard this would be to build in a way that
             | wasn't just a mess of nonsense, but they did it by focusing
             | entirely on the underlying systems and the UI was
             | impenetrable ASCII with baffling UX. That has changed with
             | the steam edition.
             | 
             | 3. This game was written by two guys over the course of
             | more than a dozen years funded by donation. It is an
             | exceedingly rare and towering artistic achievement. This
             | game should not exist, and will almost certainly never be
             | surpassed (at least not in the same artisanal way).
             | 
             | One of the goals that was mentioned as a north star was
             | that they wanted this game engine to be able to generate
             | any fantasy story that has ever been told. But that none of
             | those stories would be explicitly coded in, the world was
             | just capable of making it happen.
             | 
             | You know, I probably could have just linked to their
             | roadmap. The game is only halfway complete by the creator's
             | opinion: https://www.bay12games.com/dwarves/dev.html
             | 
             | That will give you some idea of the INSANE ambition of this
             | game.
        
               | SkyBelow wrote:
               | While you go into detail on the generation of the world,
               | I think the simulation is another major factor that goes
               | into it.
               | 
               | Once you start playing the game, the level of detail used
               | in generating the world is now used applied locally to
               | simulating it. An example I like to use is to explain a
               | bug where people's games were ending poorly (or with lots
               | of FUN in dwarf fortress speak) because dwarfs were
               | having mental breakdowns because their pet cats were
               | dying. Which was because the game simulated the cats well
               | enough that they could get alcohol poisoning and die. But
               | why were the cats drinking that much alcohol? Because
               | when they walked through dining rooms, the game simulated
               | the dwarves getting drunk and spilling alcohol which
               | stayed on the floor for some amount of time. If a cat
               | walked over it, it got on their fur. When the cat cleaned
               | themselves, which was also simulated, they would consume
               | some of the alcohol on their fur. The bug was that each
               | micro-dose of alcohol from licking themselves was
               | accidentally being calculated like a full flagon of ale
               | providing the small cat with far too much alcohol.
               | 
               | The level of the world generation with the level of
               | simulation create a basis for a fantasy immersion that
               | you cannot find elsewhere. The UI limitations, even with
               | the steam version, do prevent most from becoming immersed
               | into the world, but there seems to be a crowd who are
               | brought in by the fidelity of the simulation and who can
               | get past the UI that let's them experience something that
               | cannot be found elsewhere.
        
               | Arrath wrote:
               | Another unexpected interaction (I hesitate to call it a
               | bug) that I very much enjoyed was The Possessed
               | Adventurer.
               | 
               | You see, in Adventure Mode (akin to a traditional
               | Roguelike in your created DF world, rather than the
               | Colony Sim that is Fortress mode) you can create a
               | character out of whole cloth that gets plopped into the
               | world, or take over an extant character created through
               | world generation. Either way, both characters are fully
               | initialized within the systems of the game, having their
               | own personalities, likes, dislikes, quirks, moral codes,
               | emotional trauma thresholds, etc.
               | 
               | Well, one player noticed over a few runs that their
               | character's eyes were coated with tears. Odd, they
               | thought, so they posted on the Bay12 forums about it.
               | After some investigation, Toady confirmed that the full
               | personality system was still running in the background,
               | and the character was effectively possessed by an out-of-
               | context demon, the player. The character's consciousness
               | was stuck watching utterly helpless as their body did all
               | manner of unspeakable acts (assuming the player was
               | acting as a typical murder-hobo) that conflicted with
               | their innate personalities, were horrified at what they
               | saw, and could do nothing but cry about it.
               | 
               | It's absolutely insane, equal parts disturbing and
               | chilling and, as far as I am aware, an outcome totally
               | unique to Dwarf Fortress created by the ridiculous depth
               | and detail of the interwoven systems.
        
               | Scarblac wrote:
               | And that several internal organs of a dwarf are simulated
               | separately. Some of them are fat, and fat has a
               | relatively low melting point. Some rooms got warm enough
               | (because lava was running through nearby rock) to melt
               | the fat, killing the dwarves.
               | 
               | The bug was, iirc, that the AI didn't route around this
               | effect.
               | 
               | Of course, for a long time making rooms like this and
               | leading enemy armies through them was an important part
               | of fortress defense, because actual militias were so
               | bugged at the time...
               | 
               | Also insanely strong carps that drag dwarves into the
               | water, killing them. After all, swimming is exercise, it
               | trains strength, and carp swim all day long...
        
               | Arrath wrote:
               | IIRC, it used to be that very rarely a dwarf might
               | survive the process of having all their fat melted off.
               | This served to turn them into little Terminators, as they
               | had little left that could catch fire again and their
               | nerves were cauterized by the experience so they couldn't
               | feel pain any more.
        
         | sushisource wrote:
         | DF's codebase is honestly the closed-source code I'm most
         | interested in seeing.
         | 
         | My expectation is it's just an absolute mess, but I'm so
         | curious.
        
           | Scarblac wrote:
           | Well they did manage to get this new much improved UI for the
           | Steam version, in reasonable time. Seems it's much better
           | than I feared.
        
           | sowbug wrote:
           | This is an interview with Tarn Adams about the DF codebase:
           | https://stackoverflow.blog/2021/12/31/700000-lines-of-
           | code-2...
        
           | umvi wrote:
           | Especially since it's developed without Git or any sort of
           | version control...
        
             | stronglikedan wrote:
             | Well, they certainly didn't need _distributed_ version
             | control, but I 'm sure there was _some_ sort of version
             | control used, even if it was daily backups, or just copies
             | upon copies of files.
        
             | 0cf8612b2e1e wrote:
             | I fail to see how "real" version control would
             | significantly alter this project. He's a solo developer, so
             | the history is likely going to be a linear series of
             | commits. That's not to say that there are not quality of
             | life gains to be made, but dated backups of the repository
             | would be fine.
        
               | Retric wrote:
               | It's not that version control is the only viable option,
               | just not using it suggests he's not doing many other
               | things.
               | 
               | As you say there's quality of life improvements to be
               | had. If he's not aware of them I suspect he's reinventing
               | the wheel in new and interesting ways.
        
       | echohack5 wrote:
       | I love Dwarf Fortress and it's the inspiration for many modern
       | simulators (and I put my $30 for Tarn with this release), but I
       | do think that Oxygen Not Included, Rimworld, Factorio, et.al.
       | have surpassed it.
       | 
       | My main issue with DF is that the main challenge of the game,
       | combat, is pretty boring and rife with issues. For example, let's
       | say I'm new to the game and want to put some XBow dwarfs behind a
       | few fortifications in my base. Will the dwarfs intelligently do
       | this when a siege happens? Is there a specific way to tell the AI
       | that specific spots are where the Dwarfs should stand to defend?
       | No and No.
       | 
       | Instead I will either have to painstakingly set up individual
       | zones / burrows for each individual defender or the dwarfs will
       | just ignore the fortifications, even if they are in a burrow! And
       | they'll just sit there and ignore invaders breaking through your
       | kill zone unless you specifically micromanage them into 1-wide
       | spaces with fortifications facing the kill zone, and even then
       | they might just run outside your fortress on the _other_ side of
       | the fortifications so they 're close to where you ordered them
       | to.
       | 
       | Rimworld on the other hand, (for all of its flaws around random
       | and explosive damage), will at least let you draft a pawn, order
       | it to stand behind a wall, and the pawn will get a significant
       | cover bonus even without fortifications. They're smart enough to
       | lean out and attack on their own too.
       | 
       | I say all this not to criticize DF but to say that the genre has
       | come a long way, and I hope that with this success they're
       | looking at weaknesses like this in the gameplay loop so that
       | folks don't just take 20+ years of goodwill as a replacement for
       | the possibilities ahead.
       | 
       | PS: Fuck cancer
        
         | flohofwoe wrote:
         | > that the main challenge of the game, combat, is pretty boring
         | and rife with issues
         | 
         | It might be the most 'challening' part of the game, but combat
         | is not at all why I play the game, and neither are any specific
         | gameplay mechanics the reason to be honest.
         | 
         | It's hard to put my finger on _why_ I enjoy the game so much,
         | but the fact that the game is about drunken and (mostly) grumpy
         | dwarfs building a fortress inside a mountain in a world with a
         | generated history and lore has a lot to do with it. The same
         | game in a science fiction  / space colony setting would be
         | entirely unappealing to me for instance.
        
         | OkayPhysicist wrote:
         | > the main challenge of the game, combat
         | 
         | This narrow view is like claiming Minecraft only has about 2
         | hours of gameplay, because that's how long it takes to beat the
         | ender dragon. It's perfectly possible to enjoy dwarf fortress
         | in a completely sealed off fortress.
         | 
         | The problem with every game that attempts to be in DF's genre
         | (Rimworld, O2NI, etc) is that, as commercial products first,
         | they lack depth. They're built to be a game first and foremost,
         | rather than than an art project that's fun to to explore. The
         | surface level game mechanics are fun, in many ways improvements
         | over Dwarf Fortress's. But they cannot compete with the
         | incredibly rich simulation complexity that DF has obtained.
         | World generation, history generation, characters with complex
         | feelings and motivations, mechanics that interact with other in
         | myriad ways. DF is a fantasy world simulator first, and a game
         | a distant second.
         | 
         | And that's its biggest strength: compared to other games in the
         | genre, DF is infinitely replayable, because there are an
         | infinite number of interesting things to experience. Kings
         | gaining power thanks to backroom deals with criminal
         | organizations blackmailing their competitors, Necromancers
         | forming towers to hold their book club meetings where they
         | discus "An Analysis of Urist Svolgen's Musings on ovin
         | Gentrout's Review of The Secrets of Life and Death", a
         | werepanther that repeatedly terrorizes not just your fortress,
         | but also all the surrounding sites drowning in a lake because
         | they turned back into a human while trying to swim across a
         | moat.
         | 
         | Can combat be improved? Of course. But I'll take additional
         | mechanics that explode into emergent behavior any day. And I
         | would love to find another game that even comes close, but
         | Rimworld sure as shit ain't it.
        
           | baby wrote:
           | I think to different people their own, but I went with
           | rimworld because I wanted to play a game
        
         | zhynn wrote:
         | You are correct about logistics, but that is such a small part
         | of DF to nitpick on that I have to push back. The logistics
         | aren't the Fun part, and no other game has come close to DF on
         | the Fun stuff.
         | 
         | DF things that come to mind that no other colony-sim has:
         | - 3 dimensions (z-levels) and all of the shenanigans
         | (hydraulics, creative traps, etc) that go with them       -
         | geological and historical civilization simulation          -
         | the inter-relatedness of the game session to the history of the
         | world is a story-generating masterpiece.        - The "zones"
         | (surface, caverns, spoilery places) and how different they
         | feel. Oxygen Not Included does this kinda, but not as deeply.
         | - Three different games in one using the same procedural engine
         | and world: Adventure Mode, Legends Mode, Fortress Mode (Steam
         | edition is currently missing Adventure mode and it will
         | probably be a while).       - The "flavor" procedural systems:
         | Villain, Religion, Instrument/Music, Literature, Forgotten
         | Beasts. They don't have tons of impact on gameplay, but it
         | makes the lore so much more rich.       - Sub-biome
         | "surroundings" regions (Good, Evil, Savage, Benign) which have
         | large effects on gameplay. Evil areas can be hilarious Fun.
         | - the pacing feels just right to me. It's not realistic from a
         | simulation perspective (skills increase too quickly, it takes
         | very little time to build complex things, etc), but it "gets to
         | the good parts" in a very satisfying duration in my opinion.
         | The combat takes longer than it should, but then stories can
         | happen.
         | 
         | This game is a wonder.
        
         | [deleted]
        
         | [deleted]
        
       | arketyp wrote:
       | Good for them. I'm glad such a personal lifetime project and
       | piece of art can sustain in these cynical times.
        
       | tgtweak wrote:
       | Not counting the countless countless millions of copies of knock-
       | off games sold on many platforms since dwarf fortress began.
        
       | smcleod wrote:
       | It's a real shame the steam version is for Microsoft Windows
       | only.
       | 
       | I guess I could try running it with Wine but that's not ideal.
        
         | IntelMiner wrote:
         | Presumably just "for now"
         | 
         | Plus I'm sure it works fine on Proton
        
           | sphars wrote:
           | According to ProtonDB[1], it's rated as Platinum
           | 
           | [1]: https://www.protondb.com/app/975370
        
         | ttctciyf wrote:
         | > steam version [...] I guess I could try running it with Wine
         | 
         | Seems like you're not familiar with Proton[0], The "Wine +
         | enhancements" compatibility layer that the native Linux version
         | of Steam uses to run the majority[1] of significant Windows
         | games.
         | 
         | User reports are that DF runs without problems under
         | proton[2,3,4]
         | 
         | Anecdotally, as a thoroughgoing and (evidently) shameless
         | cheapskate, I can report the free "classic" ascii only Windows
         | version[5] works well under stock Wine-staging via apt on my
         | Ubuntu laptop.
         | 
         | Having said all that, I share your sadness that a native Linux
         | version wasn't released along with the windows Steam release,
         | though reportedly it is planned for the future[6,7]
         | 
         | 0: https://en.wikipedia.org/wiki/Proton_(software)
         | 
         | 1: https://www.protondb.com/
         | 
         | 2: https://www.protondb.com/app/975370
         | 
         | 3:
         | https://www.reddit.com/r/dwarffortress/comments/zwk7b8/linux...
         | 
         | 4:
         | https://www.reddit.com/r/dwarffortress/comments/zsv6fl/insta...
         | 
         | 5: http://www.bay12games.com/dwarves/df_50_05_win.zip
         | 
         | 6: https://www.gamingonlinux.com/2022/11/dwarf-fortress-
         | release...
         | 
         | 7: References by Tarn Adams to "the ports", e.g.:
         | https://www.reddit.com/r/dwarffortress/comments/z82m0g/im_ta...
        
       | legitster wrote:
       | It's crazy how much money they were leaving on the table this
       | whole time.
       | 
       | My mind is trying to wrap my head whether their lives would have
       | been better or worse had they done this much sooner. I'm not sure
       | I have a conclusion.
        
         | massysett wrote:
         | I'm guessing worse: they've had years to refine this game. To
         | see an example of what a game without that refinement period
         | looks like, just see any early Paradox release.
         | 
         | They can be satisfied that they didn't start charging until
         | they had a refined product.
        
           | zhynn wrote:
           | Also, they could focus entirely on their own vision for the
           | project instead of being totally reliant on delivering for
           | the marketplace.
           | 
           | They had "slack" (in the slack/moloch sense) to try out weird
           | ideas that may not have been possible if they were relying on
           | sales revenue instead of donations to stay afloat.
        
         | Jolter wrote:
         | It comes down to your personality, I think. Whether you prefer
         | to finish a project and move on, or whether you want to polish
         | a product until it's perfect. This is conscientiousness taken
         | to the extreme, you could say.
         | 
         | I'm sure their chosen way of working has made them a lot
         | happier than launching a half-baked game as "early access" ten
         | years ago. Even though that could have afforded them a much
         | more comfortable lifestyle, I have a feeling the gaming public
         | might have gotten tired of the game and moved on.
        
       | nix23 wrote:
       | I just can say....super happy for them they really earned it!!
       | 
       | Polished and free for so many years....excellent!
        
       | aliqot wrote:
       | Good. Fuck cancer.
        
         | toto444 wrote:
         | I have noticed every time cancer is mentioned there are a lot
         | of 'fuck cancer' comments. May I know where the expression
         | comes from ?
        
           | praptak wrote:
           | I remember an xkcd strip ending with that phrase:
           | https://xkcd.com/931/
        
           | lygaret wrote:
           | https://stronglang.wordpress.com/2015/11/11/fuckcancer/
           | 
           | Also, generally, it's a way to express solidarity with the
           | reality that a lot of time there's no "hoping for good news",
           | "buck up" is a horrible thing to say, and just... well, fuck
           | cancer.
        
           | JamesSwift wrote:
           | I think until you have someone close experience it you can't
           | truly appreciate the sentiment. From my experience, having
           | someone go through it is an awful, helpless time. I've heard
           | having parents go through alzheimers is similar.
        
           | karaterobot wrote:
           | I don't know if it's thought of in popular culture as "coming
           | from" a specific source, but I know people have been saying
           | it for a lot longer than the internet. It's been
           | independently coined a million times at least. It's really
           | the only thing you can think to say sometimes to sum up the
           | experience for everybody involved.
        
           | nvusuvu wrote:
           | There is an unmeasurably large amount of suffering due to
           | cancer. Not just from the people that have directly
           | experienced it. Watching helplessly as it consumes the bodies
           | and minds of your loved ones is devastating. Its likely that
           | someone expressing that sentiment has dealt with that
           | fallout. My heart goes out to them.
        
         | lkbm wrote:
         | Context: One of the developers got cancer, and while he was
         | okay this time (health-wise and financially), they realized
         | maybe some financial security would be smart given how much
         | treatment could cost:
         | https://www.vice.com/en/article/8xypb5/the-dwarf-fortress-cr...
        
           | [deleted]
        
         | robotnikman wrote:
         | I'm glad his game was a success on steam, cancer sucks and I
         | hope he gets the best treatment he can.
         | 
         | It's always great to hear of uplifting stories like this.
        
         | curiousgal wrote:
         | I like how people just take getting bankrupt by medical bills
         | as a given now. Cancer is not to blame in my opinion.
        
         | EasyTiger_ wrote:
         | Surely this will end cancer
        
           | IntelMiner wrote:
           | "Positive sentiments? Psh, sarcasm is way more fun"
        
       | eddsh1994 wrote:
       | Wish this was available on an M1!
        
       | jwcooper wrote:
       | Having dabbled in dwarf fortress over the years, I think they did
       | a really nice job on the steam release. It must have been a
       | daunting project to streamline most/all of the features in DF.
       | 
       | Congrats to the team on their success!
        
         | wheats wrote:
         | >streamline most/all of the features in DF
         | 
         | What features did they streamline? I thought they just replaced
         | the ASCII graphics with sprites and changed some hotkeys?
        
           | Manuel_D wrote:
           | Cursor-based interfaces was probably a big one. They also
           | have things like minimaps, dwarf sprites that reflect
           | equipment gender and profession. It's more than just a
           | tileset. I think they also made a new jobs template system.
        
           | Arrath wrote:
           | As minor as it is, having a settings screen you can tweak
           | ingame instead of a .txt config file in the install folder
           | you have to twiddle with and then relaunch the game is a real
           | nice change.
        
           | seanhunter wrote:
           | 1)Labour, as a sibling said. You no longer need dwarf
           | therapist to play the game without losing your marbles
           | 
           | 2)Automining veins is now part of the base game rather than a
           | dfhack thing
           | 
           | 3)The military UI is still confusing and counterintuitive but
           | it's a billion times better than before. I've actually
           | managed to effectively train, equip and station troops and
           | deploy them in combat without having to check the wiki.
           | There's no way I could do that in classic and I've played a
           | fair amount of DF
           | 
           | 4)Things like the minecart UX and the thing which specifies
           | how bridges open etc are way less confusing than before.
           | Small, but there are thousands of UX improvements like that.
           | 
           | 5)Rather than sometimes it's hjkl and sometimes wasd and
           | sometimes arrow keys and sometimes numpad and sometimes you
           | can select a box and sometimes you select the first tile and
           | then the last tile to get a rectangle and sometimes you
           | select the first tile and then use hjkl (or sometimes wasd)
           | to grow your rectangle to the size you want, now you click
           | the first tile, then the last tile. For everything. Building
           | bridges, specifying zones, specifying burrows, building
           | stockpiles etc, they all work the same. (Ironically there is
           | a keyboard cursor if you want that but it is buggy for me at
           | the moment.)
           | 
           | 6)The system for worldgen and embark is also a lot better.
           | For example you don't have the 3 weird confusing maps any
           | more, you just have a big map and if you zoom in you get
           | another map where you can pick exactly where you want to
           | embark and the size.
           | 
           | 7)Notifications. They all appear on the side in cronological
           | order with an appropriate icon, you can hover to get the
           | basics or click to see more or interact. Right-clicking
           | dismisses them.
           | 
           | I could go on but you get the idea. There are lots of
           | examples like this. It's still DF, but at least _playing_ it
           | isn 't some Kafka-esque bullshit nightmare.
        
           | bradford wrote:
           | There's a massive difference between Steam DF and the
           | previous DF that I played (granted, that was probably in
           | 2019).
           | 
           | It's a totally new UI between the two versions: it's much
           | friendlier to a broad population while still retaining the
           | same game mechanics.
           | 
           | [edit] I'll also add my favorite change: performance. Before
           | the steam version I always ended up abandoning my fort
           | because the framerate just became unbearable. In the steam
           | version I have yet to encounter these issues.
        
           | netruk44 wrote:
           | I haven't played the Steam version, but it's my understanding
           | the menus aren't keyboard-based anymore. That alone is a
           | massive undertaking, Dwarf Fortress has an insane number of
           | submenus for them to figure out good GUI places for them all.
           | 
           | Everything used to just be in a central massive "press a
           | single letter for this specific submenu" sub-screen on the
           | right third of the screen, with multiple submenus to navigate
           | to what you're trying to do.
        
             | mijoharas wrote:
             | Yes, they also implemented a tutorial, which I think is
             | new, and reordered and reorganised the menus iirc. (This is
             | from memory so I could of course be wrong).
        
             | thatguy0900 wrote:
             | All the menus are still keyboard navagable, if you have
             | that muscle memory already. I think that's a great touch
        
               | Octopodes wrote:
               | Are you certain? I've played the classic version for ten
               | years and the Steam release has completely different
               | hotkeys, and is missing keyboard control for some tasks
               | entirely.
        
               | MrLeap wrote:
               | This isn't true, as far as I know. Some menus are, but
               | hotkeys have been changed quite a bit. Quite a few menus
               | seem mouse only.
               | 
               | I can't ABABABABABAB to add a bunch of beds to a
               | carpenter anymore, DD doesn't mine.
               | 
               | The hotkey path for placing doors in the steam version is
               | bananas. Still a great game! Hoping there's a mod or a
               | patch that lets me use the classic keys with the new
               | interface eventually though.
        
               | [deleted]
        
               | Hikikomori wrote:
               | You csn select bed and select placing multiple ones now,
               | so no need to spam hotkeys.
        
               | Arrath wrote:
               | Place, yes. But queuing them up for crafting in a
               | workshop is a chore of clicks before you have an office
               | set up for making work orders.
               | 
               | Nested menus in workshops get even worse. God forbid
               | having to click and scroll Steel -> Weapon -> Battleaxe
               | too many times.
        
               | pacoWebConsult wrote:
               | Agree there's definitely some quirks with building and
               | making things not via work orders. Even for queuing up a
               | couple of copper greaves at a metalworker's shop (because
               | my king is obsessed with demanding their creation and
               | banning their export), I opt for work orders rather than
               | going through and selecting armor -> copper -> greaves
               | twice.
        
               | OkayPhysicist wrote:
               | Or when 20 something dwarves plummet into lave in a
               | tragic mining accident and you need to engrave all the
               | slabs? awful. On the whole, the UI stuff is a significant
               | improvement, though.
        
               | Arrath wrote:
               | Yes, there are some definite losses in the move to a
               | mouse based interface. I'm glad I had enough of a break
               | from my last ASCII DF play, so my muscle memory isn't
               | driving me insane. Some of the hotkeys are a little rough
               | (requiring a big stretch across the keyboard or two hands
               | on the kb but I'm using a mouse now..) and I hope they
               | get another pass.
        
               | MrLeap wrote:
               | YUP. Critical functions (doors?!) should all be on the
               | left side of the keyboard if you're going to make me use
               | the mouse.
               | 
               | Wonder if the publishers use DVORAK or something.
        
               | Arrath wrote:
               | Whoever settled on B-P-R for doors is some form of
               | sadist.
        
               | OkayPhysicist wrote:
               | The real move is to get in the habit of forbidding your
               | fancy stuff by default, and then using "closest material"
               | and "keep building after placement" for all furniture.
        
           | yAak wrote:
           | UX
        
           | Macha wrote:
           | One example of "something was a pain in the ass but no longer
           | is" streamling is that you can dig a stairway across levels
           | and it will put a down stair on the top level and up/down
           | stairs on the middle levels and a up stair on the bottom
           | level.
           | 
           | In the "the feature is less complex" in the steam version
           | (note most of these are still in the simulation, just missing
           | from the GUI so inaccessible to the player), some examples
           | are:
           | 
           | - Health and body part level damage - Reading historical logs
           | - Ammo - Idlers counter
        
             | 0xffff2 wrote:
             | Is it true that you can't manually choose what kind of
             | stairs to place anymore if you want to? I read a Steam
             | review that claimed that your stair example is true, but it
             | doesn't always work perfectly and there's no way to
             | manually specify what kind of stairs you want. Honestly
             | kept me from buying the game for now.
        
               | Corazoor wrote:
               | As far as I can tell: yes. The top z-layer of designated
               | stairs will always become pure down, the bottom layer
               | pure up.
               | 
               | But I think you can get around that by designating one
               | more z-level than you need, and then removing that.
               | Blueprint mode or designation priorities might also work.
               | 
               | Tell you what, I am going to try now, will post my
               | results shortly.
               | 
               | Edit: Yes this works. After finishing the designation, it
               | will change to the corresponding stair type. By doing one
               | more z-level, you move the "down/up only" layer there,
               | and can remove it. The designations in the level below
               | will not change as a result.
               | 
               | For anyone wondering: Yes, this is still an improvement
               | over the old way of doing it.
        
               | burnished wrote:
               | Why was that the thing that kept you off? I have not
               | played in a while, is it that impactful?
        
               | 0xffff2 wrote:
               | Well, it is fairly impactful in that if the automatic
               | stair generation puts a down stair where an up/down stair
               | should have been, there is no way to completely fix it.
               | You can build the correct stairs, but it will never be
               | carved out of natural rock since that rock has been
               | removed. Call me crazy, but that's a distinction that
               | matters to me in what is effectively a procedural story
               | generator.
               | 
               | More generally, it speaks to a level of sloppiness that
               | tells me I'm better off waiting a couple of years. I've
               | played a lot of buggy DF builds over the years. It's just
               | part of the experience, but I don't have as much free
               | times as I used to so I'd rather wait than play through
               | the bugs these days.
        
               | scambier wrote:
               | There are stairs that only go up or down?...
        
               | 0xffff2 wrote:
               | Yes. Lets see if I can make an ASCII rendition that
               | renders correctly. `-` is level floor, `v` is a down
               | stair, `x` is an up/down stair and `^` is an up stair.
               | The simplest possible stair connection between layers is
               | a down stair above with an up stair below:
               | ---v---         ---^---
               | 
               | To make a very tall staircase, you can either stack pairs
               | of stairs next to each other (this approach actually has
               | some gameplay benefits, but isn't usually necessary):
               | ---v-----         ---^v----         ----^v---
               | -----^---
               | 
               | Or, you can use up/down stairs, which are a single block
               | that acts as both an up and a down stair:
               | ---v---         ---x---         ---x---         ---^---
               | 
               | In the ASCII game, you had to place all of these
               | manually, so you were in full control. In the new Steam
               | game, it's my understanding that you just select the top
               | and bottom layers for your staircase and it automatically
               | builds the "right" stair types for you. The problem I
               | have seen reported is that sometimes it will erroneously
               | designate something like this:                   ---v---
               | ---v---         ---x---         ---^---
               | 
               | This staircase does not allow dwarves to transit from
               | layer 2 up to layer 1, and permanently removes material,
               | meaning it's not possible to completely fix the mistake.
        
               | scambier wrote:
               | Ah I see, that makes sense to build stairs in a shape of,
               | huh, stairs. Thanks for that explanation :)
        
           | flohofwoe wrote:
           | I don't know the classic version all too well (because I
           | never got into it despite multiple attempts), but the Steam
           | release is generally much more approachable (so far I have
           | put over 50 hrs into it and love it).
           | 
           | It has a simple tutorial, the interface is fully mouse
           | driven, there's sound effects and music, and the tile
           | graphics really do a great job to visualise what's going on
           | in the game.
        
             | agentwiggles wrote:
             | Sounds I need to stay well away from this game for now
             | haha, I bounced off Factorio several times over the last
             | few years and got wildly addicted to it a couple months
             | ago. I imagine a similar fate could be in store with DF if
             | I let myself peek in.
             | 
             | I've got a decent run on a side project right now, and I've
             | noticed that (no surprise) when I get into a new game, all
             | of a sudden all of my "healthy" hobbies like guitar,
             | weightlifting, and coding go out the window.
             | 
             | Definitely planning to take a run at Dwarf Fortress
             | eventually though.
        
               | wpietri wrote:
               | I feel that for sure. Both the risk-of-wild-addiction
               | part and the kills-my-other-efforts part. There are whole
               | classes of games I don't dare play because they feel like
               | being productive/creative but have shorter/better reward
               | feedback loops than the things I'd rather be doing.
        
               | theragra wrote:
               | Yeah, my thoughts exactly. I'm now writing short post
               | each day, and think it is better spent time then playing
               | Factorio for two hours, like my friend does.
        
           | jackmott42 wrote:
           | That is a non charitable but fairly accurate way of phrasing
           | it. I would say more accurate would be to say the user
           | interface was completely rethought and much more
           | approachable.
           | 
           | I couldn't play the game before, now it is a joy.
        
             | 0xffff2 wrote:
             | On the other hand, for DF veterans "just replaced the ASCII
             | graphics with sprites and changed some hotkeys" would have
             | been the most charitable thing they could have done. I
             | haven't played the Steam version yet, but my reading of
             | reviews gives me the strong impression that they've changed
             | so much that I will have to approach it as an entirely new
             | game.
        
           | Arrath wrote:
           | The labor system is the biggest thing that got refined.
           | 
           | Instead of painstakingly assigning jobs to dwarves in a very
           | fine grained process through the labor menu for each
           | individual, dwarves are assigned to jobs.
           | 
           | That is, the vast majority of jobs are by default assigned to
           | all dwarves, and the game intelligently assigns work based on
           | dwarf skill and pathing distance. You are free to tweak labor
           | settings from there, for instance by assigning a forge to be
           | the exclusive workplace of a legendary weaponsmith and only
           | making weapons at that forge, or specializing miners to only
           | mine so that they won't find themselves cleaning fish when
           | idle between mining gigs. You can also create custom work
           | profiles more akin to the old setup, enabling or disabling
           | specific tasks and then assign that profile to specific
           | dwarves if you want to get so detailed. However I find the
           | new system works very well.
        
             | Natsu wrote:
             | Usually, I have to worry more about miners hauling the rock
             | they just mined to a stockpile.
        
             | 0xffff2 wrote:
             | Is that different from simply making all labors enabled by
             | default in old dwarf fortress?
             | 
             | >the game intelligently assigns work based on dwarf skill
             | and pathing distance
             | 
             | sounds like mostly what happened before.
        
               | Arrath wrote:
               | That's a good question! I am not too familiar with how
               | job assignment worked under the hood in classic DF so I
               | can't really answer. I'm mostly going off of a devlog and
               | a followup reddit post from one of the Kitfox folks.
        
               | Sharlin wrote:
               | I don't think the old system cared about either
               | proficiency or proximity, it just picked whomever was
               | available. Besides, there was no way for the player to
               | "make all labora enabled by default" in the previous
               | versions, or even "enable/disable one particular labor
               | for all", because you could only toggle labors for a
               | single dwarf at a time.
        
               | 0xffff2 wrote:
               | I'm quite certain that proximity has been accounted for
               | for many years. Obviously availability was a
               | prerequisite.
        
               | hellotomyrars wrote:
               | Proximity, yes. But unlike before if you do decide to let
               | everyone do everything now you'll still end up biasing
               | toward a set of dwarves that consistently gain
               | proficiency instead of a freewheeling rotation of
               | everyone doing everything and nobody getting good at
               | anything.
               | 
               | It is a new paradigm to play through, and the immediate
               | reaction a lot of old time players had was negative on
               | this, but the idea was that instead of having to
               | micromanage every labor for every dwarf, you can just let
               | most things be open to anyone and it won't be super
               | wasteful.
               | 
               | There are a number of changes like that which are geared
               | toward making something less tedious, even if some people
               | don't like the the change on principle.
               | 
               | I do think there is a lot of work to be done on the new
               | DF but they're out the gate running. Really need to
               | implement a system to stop dwarfs from trapping
               | themselves, which admittedly was never part of the base
               | game but DFhack did a lot of QOL stuff that they should
               | really incorporate into this new version.
        
               | kibwen wrote:
               | _> I 'm quite certain that proximity has been accounted
               | for for many years._
               | 
               | Except for when you desperately need someone to pull that
               | lever to raise the drawbridge to head off a horde of
               | feral elves, and it assigns the job to a staggeringly-
               | sober one-legged basketweaver who's having a party in a
               | copse of trees halfway across the map.
        
       | baby wrote:
       | Subthread: anyone else wants to join my support group for people
       | who don't get these games? I tried rimworld, which seemed much
       | easier to get into, and it seems like a sims-like game except
       | that unlike sims it's very unintuitive. I've been trying to
       | figure out how to enjoy this game the same way I enjoyed sims
       | when I was younger, and it dawned on me that I never really
       | played sims the "correct" way and rather just did things because
       | I wanted to see these things happen in my sims people's lives.
       | That makes sense. But what's a colony? What do I want to do with
       | that colony? I got confused by the lack of feedback from my
       | decisions (or the complexity and depth of every decisions you can
       | make) and realized at some point that I was not enjoying the game
       | coz I was just trying to figure out the mechanics in order to
       | win. Maybe I'm playing it wrong. Maybe the whole point of this
       | game is to have some sort of digital terrarium?
        
         | jackmott42 wrote:
         | >I never really played sims the "correct" way and rather just
         | did things because I wanted to see these things happen in my
         | sims people's lives
         | 
         | That is exactly how to play DF. There is no winning. Just do
         | what you want, see what happens. I'm working on creating the
         | greatest library in the world, hoping to get elven and human
         | visitors to learn and contribute even more knowledge.
         | 
         | It does get harder as I get older to enjoy this stuff, but I
         | have my moments.
        
       | wkdneidbwf wrote:
       | patiently waiting the macos version. i want to play the new
       | version so bad!
        
         | helf wrote:
         | Tried it under Rosetta2 or whatever it is called?
        
           | SllX wrote:
           | Rosetta 2 only translates x86_64 Mach-O binaries to ARM64;
           | you still need a Mac version.
        
             | cyberpunk wrote:
             | You can run it on m1 under x86 wine via rosetta
             | ("wineskin") [0].
             | 
             | Turtles all the way down!
             | 
             | 0: https://macresearch.org/play-dwarf-fortress-mac/
        
               | SllX wrote:
               | I'll have to take you at your word because that link sent
               | my browser into an endless refresh loop, but that is
               | crazy. How is Wine's performance on an M1? Asking for a
               | friend.
        
               | coldpie wrote:
               | Pretty good. Free trial of a commercial version here:
               | https://www.codeweavers.com/ (I used to work there.)
        
               | wkdneidbwf wrote:
               | i saw someone on reddit write up getting it working
               | repackaging the steam version it with wineskin or
               | something like that. it was enough work that i though,
               | "meh, i'll wait".
               | 
               | i'm not going to bother with parallels or some other
               | emulation solution. i can be patient.
        
           | cyberpunk wrote:
           | It's a giant pain in the... Urist.
           | 
           | I did manage to get it running with some weird incantation of
           | x86 wine though; it worked exactly once and then not again..
           | 
           | I then just rented a vm from shadow.tech for it instead,
           | which works fine. Also works on linux under proton, if you
           | have any old laptop in a drawer..
        
             | helf wrote:
             | Huh. I haven't used macs daily for a long time. So no help
             | forthcoming on that from me lol
             | 
             | I am curious to see how the steam version runs on older
             | hardware. I know they have worked a lot on multi threading
             | and 64bit.
             | 
             | When I last played it It was still single threaded
             | basically entirely and I had to build single or dual core
             | systems specifically for running DF.
        
         | Rebelgecko wrote:
         | Apparently the blocker is Apple's binary notarization
        
           | shp0ngle wrote:
           | huh, why is that a problem? You can do it from Linux (or
           | Windows) nowadays, with some Rust-based thing
           | 
           | edit: this
           | 
           | https://docs.rs/apple-codesign/latest/apple_codesign/
        
         | wheats wrote:
         | Has there been any word on a timeline for the MacOS Steam
         | version?
        
           | Octopodes wrote:
           | It has not yet been addressed to my knowledge, but I'm hoping
           | that with an additional developer on board, it will come more
           | quickly even if it's not a top priority.
        
       | jmorenoamor wrote:
       | I'm really happy for them, a labour of love and passion o er the
       | years.
       | 
       | I hope they keep working on it.
       | 
       | Congratulations!
        
       | Sozar2000 wrote:
       | [dead]
        
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