There's a bit more information in the most recent Steam News, including an email address/Discord name for modders to contact about getting their mods on workshop. We'll get those out as soon as we can, and then, like I wrote last time, future Classic releases will always be simultaneous with Premium releases, with the same new game features. There wasn't enough time to finish off the issues with classic or convert the arena, since we're locking down a releasable version with minimal changes well before Dec 6, but they should follow shortly after launch as they'll be our main focus. That'll be available on launch, and I'll have more technical information written up in a future dev log in the coming days. The Steam/itch launch is approaching! I spent the first part of the month getting Steam Workshop support ready. ![]() Here's a link to a recent interview we did with Blind.The Dwarf Fortress Soundtrack has been released in various places (links in the news)! I've also posted the beginnings of a modding guide. Four days! Here's the Bay 12 Report to start December, and the last Future of the Fortress Q&A reply.Īnd here's the latest Steam News.Sleep has been so odd the last few weeks, and so much has been coming from so many directions, I don't quite have my footing yet, but things are somewhat returning to workability. It kind of depends on how long it takes to work out some Classic input kinks, and also on my sleep returning to normal ha ha. We just put up one crash patch and may do another before Classic, or else the next patch will also include Classic as well. It's going well there! I haven't been doing the usual release posts over on the forum/patreon/twitter since it doesn't feel proper until the Classic release is ready. Hello! So the game has launched on Steam and itch.io on December 6th.We should have simultaneous releases from now on, between Steam, itch, and here. But I wanted everybody to see what progress has been made and get a chance to try it out. We're going to get through all of this (and more keyboard support as well of course). Also, because of how the graphical release is set up, we're currently stuck with one font size, which will impact some tile sets of course. A few other indicators need to come back, and some tiles are working a little oddly (brooks for example). ![]() We'll need to work through those - you can still use the settings to scale it up if you like. Zooming the interface with the mouse wheel is currently disabled because some of the menus don't react well to being small in width.
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