[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] ___________________________________________________________________ (page generated 2023-01-06 23:00 UTC)