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The latest Dwarf Fortress update has been released bringing with it some needed fixes, along with babies and some fun news about modding.

This is a Fortress Mode update, separate from the opt-in Adventure Mode Beta which still isn't ready for a main release just yet. The devs gave a word of warning though that it might nukes saves until a Steam issue is solved. Here's what's changed:

Major bug fixes

  • Linux trainer crash fixed (again).
  • Added crash guard for bad civilian alert.

Graphics additions/changes

  • Dwarves/humans/elves/goblins/kobolds have child and baby images, new equipment, and palette support.
  • Garden and crop plants have more images.
  • Mandible portrait fixed for experiments.

Other bug fixes/tweaks

  • Good/bad thoughts about tombs work.
  • Poisonous forgotten beasts work more reliably.
  • Various minor tweaks to input/layout.
  • Fixed drinks being destroyed on unretire.
  • Fixed a few broken sorts.

The extra fun bit though — Lua modding is coming. They said it will allow you to "literally change the code to make custom behaviours and adapt the systems more expansively than ever" and it will also be the foundation for "the upcoming procedural magic system which will be added to all modes". Check out the video on it:

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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly checked on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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2 comments

I have a lot of experience with lua for nvim and I gotta say, I have grown to kind of hate it. For one thing it totally lacks a reasonable set of stdlibs that are absolutely mandatory for a scripting language. You could argue that those are possible to add, but if you are using it as part of some other application that may or may not be easy. There are also a few utterly daft design decisions, such as every symbol being already defined as `nil` and the local need for local local in front local of local every local goddamn local symbol (because yes, everything defaults to global, how could anybody have possibly ever thought this was a good idea?). There's also a lack of convenient syntax for things that you have to do *all the time* such as anonymous functions, which always must be written as an entire block. (Fennel fixes a lot of this, but again may not be trivial to add.)

Anyway, still cool to have powerful scripting tools for modding games, despite all of this, so good news I guess.
DogsRNice Sep 27
QuotePoisonous forgotten beasts work more reliably.

Very !!FUN!! bug fix
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