Dwarf Fortress from Bay 12 Games and Kitfox Games has a fresh update available on Steam today, and this brings with it their official Native Linux support.
With the latest update now out they said they're going to continue working in parallel on different parts of the game like the adventure mode, with more to show on that coming soon. More user interface work is being done too and more work on the fort mode.
All the new stuff in the latest release:
New stuff
- Can view all alerts, including old ones that have been dismissed
- Can view combat reports from creature sheets
- Can pause combat reports whenever new events are added
- Added crash logging
- Can now play the game on Linux
Major bug fixes
- Fixed crash from removing zone with assigned unit
- Fixed multithreading crash related to announcements
- Fixed a potential crash issue with monarch arrival and made them provide more wagons properly
- Fixed potential crash related to certain traveling creatures
- Ammo assignments are updated properly when changing uniforms
- Removed ownership of food items whenever they are dropped (stops rotten food hoarding in rooms)
Graphics additions/changes
- New stone ramp graphics
Other bug fixes/tweaks
- Made creatures more able to get out of trees
- Sped up mid-level map retrieval (helps slowdowns on large world embarks)
- Optimized relationship lookup for socializing dwarves
- Fixed out of bounds issue with wheelbarrows
- Stopped music mods from throwing error when making a new world
- Fixed crash when there's an invalid language (mods)
- Made broker leave depot when last wagon leaves instead of first
I previously tested the Linux Beta that became available last month, and as far as I could see it was running really great. Dwarf Fortress on Steam also now has an Overwhelmingly Positive rating from nearly 20,000 user reviews putting it in the top 500 best reviewed games on Steam of all time.
You can buy it on Steam.
Quoting: Nim8Windows will be proprietary Microsoft MSVC 20xxI might misremember, but didn't Toady switch to clang++ for the Windows built too, back when df was ported to 64bit?
Quoting: soulsourceI might misremember, but didn't Toady switch to clang++ for the Windows built too, back when df was ported to 64bit?Tarn uses Visual Studio, from what I remember from interviews on Blind's channel (by Tarn , Putnam ) recently and, 2021-ish interviews on stackoverflow on how Tarn manages a codebase that's 700,000+ lines of C/C++. He could be doing release builds with an external compiler like Clang. But I doubt it, as Putnam, the new programmer and former assembly level DF modder, mentioned having to clear up things related to switching compilers when porting to Linux - and I doubt it was a Clang to GCC switch.
If Liam has access to both Windows 10/11 and Linux OSes on the same machine, it will be worth an article if there's a measurable difference. If compiler flags are set well for both builds, any difference could be due to compiler and/or OS efficiency. GPU isn't likely to bottleneck FPS on DF.
DF is used in benchmarks by major CPU reviewers like this or this.
That sites' benchmarks seem to use the time taken for world generation with about 250-500 years of evolution (same seeds helps). But trying the same large-ish fort and comparing FPS without input will also work e.g. fort saves from DF file depot. Worldgen benchmarks should give pretty much the same results in the free Classic versions as Premium, as rendering is mostly irrelevant, if Liam doesn't have DF. Future benchmarks will probably use Classic for ease of access. The exact release matters, as new versions are being optimised.
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