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WebSep 26, · Download Block Fortress for iOS to build your fortress, and defend it to the end. WebFree download page for Project Block Fortress’s BlockFortress(Windows).zip.A breakout game I wrote during a summer python course. Added experimental Android. WebJun 22, · Download and play Block Fortress: Empires on PC. Play as long as you want, no more limitations of battery, mobile data and disturbing calls. The brand new . WebTo download and install Block Fortress: Empires for PC, download an Android Emulator of your choice. Once the Emulator is downloaded and install it using the setup file. .
Survival — Dive into the ultimate survival challenges in Block Fortress as you look to build up your castle from scratches. Roam the surrounding areas to look for new blocks. Collect enough of them and start building up your castle. Try to survive for as long as possible and create your own records in this awesome game mode. Find out how long you can survive against the incoming enemies. Do whatever you wish to do in this awesome pixelated world, filled with possibilities. With a supportive online community, the Block Fortress social pages and forums are where you can meet up with some of the most interesting gamers.
Feel free to upload and share your creations with other gamers. The game is currently listed on the Google Play Store as a paid version and would require gamers to pay a certain amount of money to get it. And despite that, it still features in-app purchases, which might discourage many of you. Enjoy the complete gameplay for free and have access to the free shopping hacks whenever you want.
Experience fluid and smooth animations, realistic physics with brilliant visual effects, and so on. In addition, the undemanding graphics will also allow Android gamers to enjoy their in-game experiences to the fullest without experiencing lags or stutters. Together with awesome visual experiences, the game also introduces Android gamers to the awesome audio.
Find yourself completely immersed to the realistic and interactive worlds in the game with accurate sound effects and get hooked to the game for hours on end with the powerful soundtracks. Fans of the famous The Blockheads , Block Craft 3D , and other pixelated-graphic games will surely find this new mobile title of Block Fortress both fun and refreshing.
Enjoy the unique gameplay of tower defense and FPS as you dive into the interesting game modes. Have fun and discover the various in-game environments.
And most importantly, you can now have it for completely free with our brilliant mod of the game. Your email address will not be published. Additional Information. Download APK. Minecraft 1. Mini World: Block Art 1. Block Story Premium TubeMate 3.
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Full Specifications. What’s new in version 1. Release September 27, Information Seller Foursaken Media. Size Category Games.
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WebJun 22, · Download and play Block Fortress: Empires on PC. Play as long as you want, no more limitations of battery, mobile data and disturbing calls. The brand new . WebSep 26, · Download Block Fortress for iOS to build your fortress, and defend it to the end. WebFree download page for Project Block Fortress’s BlockFortress(Windows).zip.A breakout game I wrote during a summer python course. Added experimental Android. WebTo download and install Block Fortress: Empires for PC, download an Android Emulator of your choice. Once the Emulator is downloaded and install it using the setup file. .
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I downloaded frotress game years ago I love it very very much. I’ve played this with my friends too and they also think it’s awesome. But for about a year now windoqs is having hardcore frame rate and lag issues because of recent updates.
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Miniclip is an online game site that allows users to play online games for free. Here’s the roadmap post. The justice screen is almost done. I just need to integrate the interrogation reports. Combat reports are now in – they appear grouped under a few icons on the right with the other announcements, and you can click all of those icons now to get to the recenter and expansion options.
We’ve also controlled spammed icons there a bit more, though that’s a neverending struggle. Now we are using explicit palettes to do the color shifts.
These live in rows in their own moddable image file and are linked to the color descriptors in the raws. Here’s an image of some items that Jacob made, recolored in-game by material. Also, the questions and the answers. That work concerned legends mode, turning it into a little browser-style critter with clickable links and tabs. It’s quite fun to surf around.
Most recently, I’ve moved some of that over to world generation and have generally been trying to make that process a little friendlier. There’s now a nice and colorful history readout that advances as you go. The most important event of the last is added every second, so you get a decent collection of events. I’ve also cut up the history making routines so that the input is much more responsive even as the years get into the hundreds and slow down – the change doesn’t speed up the process itself of course, but it is easier to pause and stop, ha ha.
The colorful text in the short world generation chronicle there is not clickable, though it has occurred to us that we could in fact let you in to see some form of legends pages even during world generation now. I’m a little worried about this because certain information is only finalized once worldgen is over, but it’d probably still work okay, although it is funny that the player could get sucked in to browsing before the world is even made and saved.
Seeing more information there also makes an active worldgen that the player can mess with feel more possible, though we’ll reserve that for the mythy-much-later. There was an icy snow storm that put lutefisk on hold. I will offer updates as possible, unless we are all consumed by what rises when the ritual is not observed in timely fashion.
A report for to start Lots has changed here. Mods are now zip files in their own folder, and the vanilla objects are stored similarly though they aren’t zipped.
Plop a zip file in the mods folder, and it becomes available for use – it needs to have a little info. The vanilla files also use the same format, so there’ll be plenty of examples.
When you create a world, you can set a load order from among the mods that are installed on your computer, including the vanilla objects. The default is just to load the vanilla objects in order, and you don’t even see this if you haven’t put mods on your system. On the other hand, vanilla objects don’t need to be loaded at all, though obviously in that case you’ll generally want something to replace them. Hopefully this will allow total object conversions and other large changes without needing to leave the in-game interface.
Saves no longer store their mods – this isn’t feasible with all the graphics, so you’ll need to have the right mods installed to load modded saves. Different saves on the same computer can still use different mods; it loads the specified mods with each save, so it doesn’t matter if you have conflicting mods installed, as long as they don’t conflict within a single world. Mods store version compatibility information, so saves should be able to update their mods if the authors provide when they release new versions.
Lutefisk is on New Year’s Day this year. Another week of anticipation. December’s report is here. The Future of the Fortress is here. It runs a little under two hours and we discussed all sorts of dwarfy matter.
In particular, the map part of the embark screen is done! Previously, near the beginning of the graphical work, we started with the “prepare carefully” part of embarking, but we were saving the map part where you choose your embark location for later.
You can also zoom in sixteen times to an expansive zoomed-in view which used to be restricted to adventure mode — it’s great to see all of the little brooks coming down through the mountains, and to see the tiny one or two tile islands blow up into their true shapes complete with beaches. We’ve also gotten rid of the F1-F8 biome view, which was very clunky, and replaced it with a more normal-feeling hover window.
The site finder is currently unchanged, and you can still pick your civilization – it gives you information about the total population, ruler, and number of sites. It also gives you a little more information about your neighbors and your civs diplomatic state with them. Here is the report.
And also the Future of the Fortress reply. First, here’s the Steam news from the 7th with an underground well. More on topic, the more recent Steam news from today with a siege and a brief look at the squad menu. Squad menu Here’s a still image of the squad menu. This looks similar to the old ‘s’quad menu we have in the ASCII version, but the major difference is that this menu is now the entire military screen.
You can do everything from here. Squad positions Before we look at equipment and schedules, here’s a look at where you assign dwarves to positions in the squad and also give individuals orders. I’ve set three of the dwarves to stand in the hallway the white rectangle is animated. Squad equipment Here’s the information you get when you click the equipment button. Green means they have everything in the category, So you can tell very quickly for instance in this fort that there is a boot shortage.
Some of the dwarves with weapons don’t show them in their image because they are strapped to their body. Equipment customization Here’s what you get when you click customize. You can also save the customized equipment as a uniform by giving it a name up at the top. Then using the assign uniform option on the last menu, you can assign it to everybody who is selected. You can also use the add uniform button from the main equipment menu to create a uniform using this menu.
The only difference is that you can only assign specific items when customizing since they don’t make sense in uniforms. These are done; I just have to type them in. Now, the months are optional. The routines are named along the top. These were formerly “alerts”. You can add as many routines as you like and page the columns by clicking some arrows that pop up. The new default “ready” routine has dwarves pick up their equipment and remain as active as possible for special orders.
Equipment is also not replaced as often, so they shouldn’t run off all the time for every new item, though we’re still working out some details there. The distinction between “off duty” and “no orders” is that off duty only shows when you’ve set the grid cell to allow civilian clothing and sleeping outside the barracks.
Monthly schedules Here’s the monthly schedule view. The months should probably also be colored by season and the active month highlighted so you don’t have to glance up to the calendar. Editing scheduled orders And finally here’s the editing of a grid cell. Here I’m telling a squad to patrol a hallway. We still have to handle food, drink, and ammunition concerns, and a few other things, but it feels like we’ve jumped the major hurdles. Here is a Future of the Fortress as well. The Steam news from the 9th has a short gif and summarized the cleanup I’d been doing early in the month.
The Steam news from the 23rd has a video of a desert fort where you can see elements of the new interface in action. I appeared on the Stack Overflow Podcast. So yeah, the first part of the month was mostly catching up on stuff, as described in the first news post. After that, I did burrows. That part hasn’t changed – we’ll probably just be focusing on cleaning up issues with them rather than changing how they work.
You can place them, assign dwarves to them, give them symbols, and set their workshop behavior like before. Ah, I did add the ability to “pause” burrows, so you can quickly turn them on and off without worrying about alerts.
They’ll likely change a bit more as we get to the military stuff, and we’ll need to do a pass on their bugginess now that they are back in the game.
The military stuff is also underway! I’m starting from a squad window, which like many games these days is handled in a popup on the right under the minimap.
So far so good – we’ve recaptured the functionality of the old squad menu, in that you can give orders to squads or individual squad members. You can also create squads from the squad popup. It feels like handling the military interface is one of the last potentially horrifying bits to manage, even though there’s still a lot of work left to do overall, so our morale has been increasing as it has started off well! But we’ll see how equipment goes, ha ha ha. I have to do an internal rewrite there in another attempt to squish the raid crash as well.
I also did the display of snow, though there are a few edging issues left there on hillsides. And the Future of the Fortress answers! Beyond the information there, which was posted on the 12th, the work has continued in the same vein.
The next task has been handling occupations, stuff like tavern keepers, performers, priests, scholars, that sort of thing.
This led to doctors being left in a strange spot, and ultimately we decided to change doctors into a location occupation, and upgrade hospitals to a location, which means that hospitals get historically-remembered names and can span several zones. Doctors will also be assignable to the whole site as before, if you want them to work in multiple hospitals. We’re also taking this opportunity to finish updating all the different location details interfaces, e.
The summer video update post video link on YouTube. I also did a more code-oriented interview over on Stack Overflow. For me, menus within menus! As of the last news post , we had done stockpile links being created from workshops and were working on work orders. Then through the week which just passed, we haven’t left work orders, since work orders are complicated! In particular, adding conditions for them.
But those are done now at least, ha ha. The conditions for work orders related to products and reagents are a lot less cryptic now. We’ve moved them to a “suggested conditions” section which is hopefully easier to understand.
Here’s a look, adding to the news post’s add work order menu: Work orders list The main new thing on the work order list is the ability to change the number left in an order at any point, doing either an infinity order, or from 1 to completions. Work order conditions We still have some of those all-caps adjectives, but it’s a bit easier to understand now, anyway.
You can use the buttons in the top right to add your own custom conditions that you tailor in that way, and also to add order-based conditions so you can set the order in which work orders are completed. I think all that remains here is getting building-based work orders up from the building sheet.
Then we can finally move on! And a Steam news post concerning the new information hub! As we started to think about labor and military stuff, it became natural to just put it all into an info screen with various tabs. So far I’ve mostly finished up the coding on the creatures and tasks tabs, which cover the old ‘u’nit and ‘j’obs screens aside from the manager, which is now its own tab. The new creatures tab also covers the animals section of the old ‘z’ status screens, and the main unit list also has a stress readout so you can easily figure out who is having trouble.
Jojo is very small. She is also fierce and ridiculous. Since then, I’ve mostly been working on the trade screen. It’s basically at a good spot now, though there are various bits that could be added, probably most notably the ability to view items again it’s not compatible with how we have our item sheets set up now, but I can work through it , and a few new lines of text to make the hidden haggling mechanics a little more sensible to new players, counter-offers feel like they trigger at random, but it’s actually based on skill rolls vs.
Also notably, there are item string filters now. The little merchant in the top left is so low because creatures can be 64 pixels tall now, and dwarves can even be taller than 32 pixels if they have the right hair style, I think, but I’ll probably adjust the positioning for smaller creatures before the end. These sorts of things add up to make each of these screen rewrites take longer than expected, but another one down brings us that much closer.
Next up we’ll probably be looking at finishing the labor rewrite, the workshop profiles, and then how that all connects up e. That’s also bound to get a little messy, ha ha.
Additionally, a reply to the Future of the Fortress questions from this month can be found by following the second link. Most notably, the apartment move is done. Which is good, because that should convey a healthy chunk of anti-Covidness. But it has also knocked me out for days, and I’ve still got insomnia and I physically tire quickly. Hopefully that’ll all pass before too long. Still moving this month, and it’s going to keep slowing everything down to a crawl.
The lease on the old place lapses this month, so we’ll get through it one way or another! Here’s the Steam news from earlier, with the excellent trade depots and pack critters Patrick drew up.
Here is an archive of IGN’s list of charities helping Palestinian civilians , before it was taken down. Also a future of the fortress reply. The trade depot stuff is going well. We have a new trade depot design that shows the goods of the traders on the top portion, and the fortress goods at the bottom portion, so you’ll be able to more easily see what has been placed and who is ready.
The traders stand on the north side of a little table in the depot, and the broker takes their place on the south side with the fortress goods. Wagons no longer pull all the way into the depot but stop short so nothing is obscured. Pack animals are shown with graphical saddlebags now to indicate roughly the number of items they are carrying. I’ve also mostly finished up the new “bring stuff to the trade depot” screen. Even though it is easier to select things now, it’s sort of fundamentally unsatisfying to have everything so centralized, so we’ll likely also allow the player to select individual items or entire stockpiles to be brought to the depot as well.
The next big project is the trade screen itself. My Excuses, he he: first Covid shot! Birthday incoming. Moving very soon after 12 years in the same place, which is a load of distraction to say the least and will continue to be an issue through May. Regardless, of course, work has been ongoing.
First, here is the Spring Update Video with some more shots of the underground. So what has happened Click on lever, click ‘link lever’, click on target, and the job is queued.
Two viable mechanisms are chosen by default, but you’ll also be able to pick the mechanisms you want to use if you’d like the two mechanisms are visible in a little window during target selection. It shows a list of all the buildings that the lever is currently linked to and you’ll be able to recenter on them.
I also updated the farm interface; it works about the same but is click-friendly now. We’ve got new container graphics underway! I went through today and selected alcohol colors for all of the alcohols, because you can now see them in the barrel tops, along with meats, bags, fish, prepared food, and the various plants.
This is also true of large pots, and we’re also doing bags and some other similar items. Lots of improved furniture graphics.
Large and small gem graphics including specific cut types. Should have images of these things as they get closer to being finalized. Next up will be the trade depot and the trade screen! Also a Future of the Fortress reply. Additionally, the Steam news post on the underground caverns from a few days back. The rest of the work the last week has mainly been on the room-to-zone conversion.
If you are placing bedrooms, dining halls, offices, or tombs, you can now just drag a rectangle over an area with a bunch of enclosed potential rooms of that kind and have them all made at the same time. It works on whatever shapes as long as they are reasonably sized fewer than 20 tiles to flood and enclosed by walls and doors – it uses a flood routine from each potential piece of furniture and tries to be reasonable about conflicts, etc.
You can undo its selections with one click if you don’t like them or if you made a mistake forgetting a door, etc. It also reports back failures that came from furniture that was already being used or that failed to be in an enclosed space. Drawing single rooms in the normal way is also possible. On the subject of continuing to be wrong in old Future of the Fortress replies, archery ranges also no longer depend on individual archery targets.
You can change the shooting direction manually if the guess is wrong the guess always gives the best shooting direction for rectangular zones with lines of targets at one end, or anything that looks remotely like that. This will let your practicing dwarves shoot off into space if you’d like to do that for various reasons. Later on, we’ll likely add some squad orders to make ranged dwarves do similar things in combat situations, but we aren’t to that part yet.
Archery range zones can also be laid out over space, and the targets don’t need to be accessible from the shooting square – I had dwarves shooting from an elevated wooden platform out at some targets on a distant cliffside for instance. Finally, the distance of the practice shot matters for skill gain, and the existence of the target doubles skill gain. They would have been weird to tutorialize, since the idea that one piece of furniture rules over and determines the function of a room that could have all sorts of furniture in it is kind of strange.
So now it’s all done zone-style. You place a bedroom zone in the new system, for instance, by just laying out a rectangle or whatever shape and selecting that type. Have a bed placed there? Don’t have a bed? The floor is being suggested, and if you add a bed later, that’ll work too.
The logic for tombs, dining halls, archery ranges, some meeting halls, etc. This has been a somewhat involved ongoing rewrite, but presumably no more than trying to explaining the old system. So this will be fine. We also have various exciting art movement on the underground vegetation and elf front, among other things, so we should have some more cool images soon as well.
This is the March report. I’ve been letting the news over at Steam take up the work of the dev logs lately, which has been weird, though there hasn’t been anything else going on.
We recently showed the statues there, and you can see that over at the forum as well. I tested out some item statues today as in, statues representing items, with like a battle axe on a pedestal , and set up the screwpump and hive interfaces nothing new there.
We’re almost to rooms, which should be entertaining. I did the workshops and am working on the various special buildings now. I don’t have anything to add this time to the news writeup with screenshots, which you can see over on the forum here, along with some Scamps birthday pictures!
There’s also been another DF Talk earlier this month. It features Scamps being perhaps as bad as he’s been on a recording. Answered the month’s questions over at The Future of the Fortress.
This isn’t meant to address everything of course, or even most things, and we’ll be cleaning up a lot more bugs and issues for the Premium release itself. This one gets rid of some long-standing crashes and also attempts to address most of what we learned from the stress discussion from the forum. There are still a few unmet needs which don’t contribute much to stress, but are an eyesore , and a few outstanding ideas related to winning sieges, ending wars and unattended children, but we’ll need larger changes there that are better integrated with the Premium work.
Major bug fixes Fixed w. The first bit from News land is a look at the work-in-progress window that pops up when you click on a dwarf or other creature. Dwarf sheet The overview seen in the image summarizes elements from all over the place, and hopefully has the data point you are looking for most of the time.
You’ll still be able to find everything in full, including the inventory list, all of the skills, the physical description, and whatever else, in the many evolving subsections. The idea is to carry this approach over to buildings and items as well as engravings you click on , so that the v-q-t-k modes and all their subscreens from the old version are rendered obsolete. It remains to be seen how stuff like the manager, unit list, rooms, workshop profiles, etc.
If there’s more than one creature in a tile, or a creature is standing on a building or items, some helpful tabs pop up on the right hand side with images of the relevant object so you can select what you want to look at. These become full scrollable lists if necessary. This lets you watch their thoughts change as they run about.
And here we have the burial hallways of Zach’s fortress, from December’s video update, now complete with caskets and more dead dwarves: Dwarf caskets Next up We’ll be addressing some crashes, stress balance, and other matters. This interim release will be here on the site as usual and won’t have any of the new stuff we’ve been talking about, but these are all issues that need to be handled, so we wanted to get some of them out early.
I was hoping to do this for Christmas, but I only managed to get my sleep thing sorted out a week ago. With new sheets! New sheets managed to trick my brain somehow. Hopefully I remain repaired. It’s report. The Future of the Fortress reply is here.
Somehow, a lutefisk delivery was made, so that still happened this year. It was smellier and chewier than usual. We ate it. Fairly quiet week, as my sleep schedule had some kind of boil-over event, and I was on hours sleep at random hours of the day for most of the last 10 days.
That seems to be fixed now, or has been for one whole night anyway, but I’m optimistic tonight will be okay as well. I put in better liquid and tile edging sprites for liquids in player-made channels, so those are almost ready to show. Stairs can now be designated in a way that puts an up stair at the bottom and a down stair at the top, with up-down stairs in between, without having to designate the top and bottom separately – just select one column and it handles it.
Here’s an invasion, complete with a war elephant: Human invasion And not just any elephant Many other elephants followed. Here’s a comparison of humans and dwarves with different equipment. We haven’t done human materials yet. Arena humans and dwarves 1 And here are some more humans and dwarves in the arena.
Arena humans and dwarves 2 And here’s my human adventurer and their camel friend meeting a dwarf on patrol. Human adventurer We also showed various wholesome giant critters in the last news post. Patrick drews some coffins, which are of course very important to keep the ghost population down: Coffins When you place them, they are displayed open until they are used: Casket and some beds You can see some bed variations here – we also have improvements, quality, and spatter reflected as with the tables, chairs, and cabinets.
Finally, remains, corpse pieces, and butchery products have their tiles now. Proud bronze colossus by rearranged giant All of those represent some specific piece or other, except the nails, which get the generic “small corpse piece” at the bottom – the nervous tissue, cartilage, fat globs, hair, teeth, and meaty bits are all there.
The bronze colossus won the fight in the arena, and then I used the arena’s butchery button. I took control of the colossus and arranged things nicely.
You can see the hover info here as well – we don’t have blood smears yet. Here is the last Future of the Fortress reply posted in Among Us. Brawl Stars. Call of Duty Mobile. Stumble Guys: Multiplayer Royale. Standoff 2. Hot Topics. PUBG Mobile version 2. PUBG Mobile 2. Step By Step Instructions. PUBG Mobile 0. PUBG mobile update [Mar. How to set key mapping and play rules of survival on PC keyboard mouse.
Monster Demolition – Giants 3D. Super Cloner 3D. Join Numbers.
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Coming wjndows Steam and itch. So the game has launched on Steam and itch. It’s going well there! We just put up block fortress download windows crash patch and may do another before Classic, or else the next patch will block fortress download windows include Classic as well. 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. Sleep has been so odd the last few weeks, and so much has been coming windkws so many directions, I don’t quite have my footing yet, flrtress things are somewhat returning to workability.
And here’s the latest Steam News. The Dwarf Fortress Soundtrack has been released in various places links in block fortress download windows news! I’ve also posted the beginnings of a modding guide. I’ll add a bit to that as we go. I spent the first part of the month getting Steam Workshop support ready. Eownload be available on launch, and I’ll have more technical information written up in a future dev log in the coming days.
There wasn’t enough time to finish off the issues with classic or convert the arena, bloc, 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. 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’s also a link there to VODs of the first winndows tutorial streams, and the third and final stream is tomorrow! And Dwarf Fortress items can be seen in the news! Actual items in the physical world. We’ll also try to get Classic up here as soon as we can – with a good November I should be able to finish it as well, but I have to get Steam Workshop sorted and I’ve never tried anything like it before.
Should be fun! Once Classic is up and running we should have simultaneous releases from that point onward. Here’s a forum thread with the official announcement trailer and roadmap. Feel free to dindows and follow the game over on Steam if you’d like a reminder send to your inbox when the game is launched. Block fortress download windows also have a report to take us into the last sixth of and the Future of the Fortress foftress.
Things are going rownload well. Lemme go refresh my memory as to what has occurred this month And a lot of bugs were created and destroyed of course, as is the natural order of things. Jacob also did waterwheels, screwpumps, and many other buildings. Construction Turning to face wind Carolyn recently expanded the dwarven hair image catalog by two times, added bones, made all the unit status bubbles, and more.
Can you identify Carolyn’s underground DF block fortress download windows Undercritters How about these real-world fish by Neoriceisgood? Neoriceisgood also did many other critters. The placement of constructed track ramps bloc still acting weird, so yesterday I finally did what I should have done all along, for both carved and constructed tracks – click point block fortress download windows, hover over point two on any z-level and downlad game displays a track path for you.
If you like it, click, if you don’t block fortress download windows it, move to a closer point vortress it picks the right path and finish up your design piecemeal. Seems to be working sindows so far! There’s some trickiness since the paths shouldn’t for instance span a chasm and loop back down under themselves on a ramp since that would invalidate the ramp block fortress download windows I caught some of it and it works okay, but I’m sure there’s some weird edge cases etc.
But it’s a huge improvement. You can make a big looping rampy tunnel from elevation 40 to elevation and the new system can fill it with tracks in two clicks or slightly more keypresses!
I feel downloadd I’ve entered the same frame of mind I was block fortress download windows when I was finishing my thesis. There can be up days and down days, some with a ton of progress and some with very little tangible to show, but the mind has completely disappeared into the work.
Yesterday went great. I reworked the object load system so we can now alter text definitions all нажмите чтобы перейти way up to the end – it used to process them as they were loaded. The primary benefit of http://replace.me/26901.txt change is allowing mods to snip out and replace individual entries winows having to drop entire files, or to append a few lines to wundows existing entry, etc.
I also fixed windkws layout issues with windosw building sheet, got custom building nicknames working again, fixed a sizing issue with sprites on sheets, put in some missing graphics, added a few new helpful messages, etc. There’s a lot more to do there, menu by menu, but this is a good start.
I don’t recall if we mentioned adding an option to use the closest material for buildings rather than having to select itand an option to continue building after placement, so if you have, say, a nearby stockpile filled with blocks, you can just splat down multiple constructions now or anything else like ding ding ding. And constructions can be built vertically now, as long as one of the levels has access to building materials – we haven’t yet set up the system where you don’t even ddownload specific items available at all, iwndows that’ll be too risky to set downloax before the release, but building things generally is way way easier now, and the initial selection menu is much nicer as well.
Finally – and this accounts for more than half of the time – lots of art has come in. We’ll block fortress download windows some with the news post in a few days. We’ve been in Autumn for a few days now, and everything is still going жмите. One hour demo We ссылка forget to reveal the one thing that you generous block fortress download windows fans would be most interested in: Classic is evolving right along with windws ease of use that Premium will feature.
It is still unclear whether the free version will be released the same time as Premium or sometime shortly after. Initial widescreen test Another development block fortress download windows the question of whether DF would run on ultra widescreen downooad. We have joined the 21st Century and bought one to fix it ourselves. This is all because of your generous gifts! Your support is the block fortress download windows Bay 12 Games exist. Should the future mirror the past, your excitement with allow us to make it even further.
Notably, we’ll be doing a live demo at PAX tomorrow! It’ll be streamed at twitch and should also be available afterward hopefully. Somewhat distracted by my first potential root canal, ha ha. Hopefully больше на странице will be resolved soon. I’ve mostly been catching up on art, which we’ll show in a few days, and handling random block fortress download windows.
For instance, I don’t recall if it’s in the last video, but you’ve quite likely seen either dwarves slicing through menus as they walk, block fortress download windows especially showing through the minimap. I believe I’ve taken care of all that now. I don’t see it anymore, anyway, though there download whatsapp beta windows varieties and something rare foortress still exist.
Did some more Classic conversion as well, and a little more work on our exciting announcement ha ha. Which is not this week! I didn’t realize some people would be out of town or continent, gortress the case may be, is. Soon though, as dindows approach our PAX demo. I was side-tracked a bit this week, windws we’re doing a demo in Seattle on September 2nd at PAX, and I wanted to dwnload sure some block fortress download windows were ready for block fortress download windows.
Well, as ready as they dowwnload be for a live block fortress download windows So I guess Windowws wasn’t actually side-tracked, since it’s all forward progress, but I mostly ended up working on something we’re going to announce next week ha ha.
I have a feeling the whirlwind sense I have will only increase as we draw closer to the end. Lots and lots of things keep coming in, and there are still a few categories incoming I haven’t touched yet. But I’ll get to the keyboard support soon! While dowbload don’t have a release quite ready, work continues to go well. In code land, I’m nearing blofk of the keybinding screen and should be doing keyboard support after that.
Block fortress download windows discussed in Future of the Fortress over the last few months, this’ll cover designations forfress buildings at the block fortress download windows least, including making sure they still interact well with macros, but not all of the selectors on menus on the first pass.
I’ve also been collecting Scamps photos from my parents’ devices to make sure I had them all. Downlooad feels like Tarn’s old computer, yesterday, when he traded it in for one that could run his new compiler. Sure, the code compiles five times as fast, but that doesn’t take away the sting of resting in a darkened closet while all the young computers live fulfilling lives.
It’s true. I had a good run. Dlwnload had my fun. I’m fine with that. I complied that code for them So block fortress download windows that the new one does it in nine? So what that block fortress download windows no longer takes half a day to test for a release bug?
You know what? I don’t care anymore. I like it in this closet. Don’t worry about me. I had the time of my life! Another month of work commences! Before doing that, I thought I’d take a good stab at Classic and get a better feeling for how long it would take to block fortress download windows the conversion. This required entering a semi-conscious data entry state. After days of grinding away at a KB txt file, I ended up just finishing a whole preliminary look.
Preliminary classic unit sheet Preliminary classic creature list All of the new menus are converted читать далее the tooltips are essential for the small buttons of course, and we have those.
But on the plus side, it looks like we’ll have a Block fortress download windows release on the website at-or-around the initial launch, and every one of these glyphs is also easily moddable in the txt if you want to make different choices.
As a bonus, in the Premium version block fortress download windows can flip between graphics and Classic with a simple settings option during play without having to reload.