knight-otu
Castle Otu
825 posts
The humble blog of Knight Otu, likely to become mostly about Dwarf Fortress for the time being.
Don't wanna be here? Send us removal request.
knight-otu · 22 days ago
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Toady's Devlog for 11/01/2024
Toady One, from the Bay12Games forums:
Ah, things have been a bit marriagey lately and I missed the October logs and reports and things. I did manage the Future of the Fortress reply to September's questions before I left, and here's the reply to October's questions. Here's the late October report and the timely November report.
Congratulations to Tarn!
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knight-otu · 2 months ago
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Toady's Devlog for 09/25/2024 - Dwarf Fortress 50.13 Released
Toady One, from the Bay12Games forums:
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
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knight-otu · 3 months ago
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Toady's Devlog for 09/01/2024
Toady One, from the Dwarf Fortress Development Log:
Here's the monthly report. Here's a Future of the Fortress reply.
If you've been worried that Zach hasn't been writing in the Devlogs and the like recently, Tarn assures us that everything's cool, it's just trouble with coordinating, and the monthly reports shifting:
Flying Teasets asks: Why has Zach stopped posting monthy announcements with you? Is it due to a business change or a private matter?
Toady answers: Everything's cool.  We've just had a little more trouble coordinating it lately with all that's going on, and the monthly report became something different after the Steam release, so it's in this current form now.
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knight-otu · 4 months ago
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Toady's Devlog for 08/02/2024
Toady One, from the Dwarf Fortress Development Log:
A report for August and a modest Future of the Fortress reply. Here also is the summer update video.
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knight-otu · 5 months ago
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Toady's Devlog for 07/01/2024
Toady One, from the Dwarf Fortress Development Log:
Here's the report and the Future of the Fortress reply to start us off.
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knight-otu · 5 months ago
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Toady's Devlog for 06/25/2024
Toady One, from the Dwarf Fortress Development Log:
The adventure continues. The beta on Steam where we've been testing the adventure mode conversion out now has abilities, butchery, and crafting enabled. There are a few more menus to go, and we're also going to start in on the magical stuff now. This should be reasonably fun ha ha. The 9th Dwarf Fortress Gladiator Tournament has arrived! Signups are open until July 4th, 15:00 GMT. Zach and I found the other underground creature notebook today! These are the images the two of us made in a couple of notebooks in our parents living room one day more than a decade ago when we were trying to populate the new-at-the-time 3D underground. The gorlak and other favorites came out of this process. Both notebooks: Notebook Image 1 Notebook Image 2 Notebook Image 3 Notebook Image 4 Notebook Image 5 Notebook Image 6 Notebook Image 7 Notebook Image 8 Notebook Image 9 Notebook Image 10 Notebook Image 11 Notebook Image 12 Notebook Image 13 Notebook Image 14
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knight-otu · 6 months ago
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Toady's Devlog for 06/01/2024
Toady One, from the Dwarf Fortress Development Log:
A report and a Future of the Fortress reply for the month. Menus.
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knight-otu · 7 months ago
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Toady's Devlog for 05/09/2024
Toady One, from the Dwarf Fortress Development Log:
Here's a report and a Q&A reply. Things have been going well. Beta seems to have been received okay as the rough critter it is, missing some menus but still able to provide amusement as we get things done. I've returned from a short rest and am back on menus. Once these menus are done I'll be less on menus all the time which will be nice ha ha.
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knight-otu · 7 months ago
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Toady's Devlog for 04/23/2024 - Dwarf Fortress 50.13 Released
Toady One, from the Bay12Games forums:
Release notes for 50.13 (April 23, 2024): While the adventure mode beta is ongoing over on Steam, here are some crash fixes for the stable branch, and a few other tweaks. This also has portrait support if anybody is modding them in. Major bug fixes () Fixed statue-related crash () Fixed syndrome-related crash () Fixed temperature-related crash () Fixed crash from empty kitchen menu () Fixed multi-kill squad orders () Fixed world gen crash from the appointing of chefs by demon rulers that had been influenced by outside reading materials on decorum and leisure time Graphics additions/changes () Portraits! () Centered some creatures that were printing off-center Other bug fixes/tweaks () Large gems and gem crafts should be produced properly by gem cutting jobs again () Fixed cave adaptation () Fixed problem with numbers in wild creature clusters () SELECT_GROWTH and SELECT_MATERIAL available in plant modding
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knight-otu · 7 months ago
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Toady's Devlog for 04/17/2024
Toady One, from the Dwarf Fortress Development Log:
We posted an Adventure mode beta over on Steam. There are lots of good bits to it but some missing bits as well, so we're slowing rolling it out this time, while still letting more people test it out and have some fun. A lot of the Adventure mode experience is there. You can currently, in the released beta, create a party in character generation, visit your old forts, retire, unretire, get NPC companions, take quests, fight monsters with the various melee/wrestling/ranged options, set fires, tell stories, and travel the world. Portraits are available for dwarves, humans, elves, goblins, kobolds (minus some clothing variations), animal people (no items), and necromancer experiments (no items). These portraits are in both modes. So there's fun to be had, but there's quite a bit more to do before we'll do the full launch. Non-exhaustively: Clean up the big crash issues etc. Quest log / information screen Butchering and crafting Ability use, from necromancy to pet animal to spit Composing Motion/attack indicators Building interactions (levers, doors, etc.) Wrestle button Stealth vision arcs Better UI for stuff like going through hatches over ramps Some other info like movement speed / encumbrance Tracking / odor / weather / light / time etc. information Some travel map stuff like visible armies and zooming and highlights Minimap / map memory Trading and bartering (and the town shops being generally a mess) Assuming false identities Full personality customization in chargen Graphics and audio that didn't make it in for the initial beta release Get Classic conversions for the new buttons etc. The new stuff: chosen mode with deities, town improvements, dungeon improvements, healing options, and so forth As we mentioned before, cabin building is a larger interface project, so that'll come with the update after the full launch. A Future of the Fortress reply for February questions. A Future of the Fortress reply for March questions.
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knight-otu · 9 months ago
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Toady's Devlog for 03/06/2023 - Dwarf Fortress 50.12 Released
Toady One, from the Bay12Games forums:
New stuff () Ability to sort the lists from the creature/task menus () Kitchen interface sorting and searching () Work detail sorting and searching () Can edit and restore default work details () Saves can be sorted by world and folder on the title screen () Keyboard support for many unit lists () Ability to designate burrows over multiple Z levels Major bug fixes () Fixed a few crashes relating to pregnancy () Fixed save corruption related to bad job ids () Fixed crash related to language mods () Goblins should have trolls again, and some additional friends (new worlds only) () Vampires in forts should hide properly Graphics additions/changes () Additional statue graphics () Fixed some classic building interface lights Other bug fixes/tweaks () Squad assignment now lists already-assigned units last () Fixed error in calculation of bridge support () Fixed issue in how environment-appropriate work animals are selected for visiting fortress () Fixed missing autopause tooltip () Additional miscellaneous optimizations () Fixed minor issue with forest variant display () Fixed clipping issue on unit sheets () Fixed minor issue with cage contents display () Fixed pet list display on unit sheet rarely skipping a pet () Llamas are pack animals now
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knight-otu · 9 months ago
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In case things go terribly wrong, this is the current bsky link.
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knight-otu · 9 months ago
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Toady's Devlog for 02/23/2024
Toady One, from the Dwarf Fortress Development Log:
The forum appears to have crashed badly - I have a support ticket open, no ETA on return. I have several recent backups so it shouldn't be catastrophic. Here's a recent demo video of adventure mode.
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knight-otu · 9 months ago
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I have made a "blue sky" account. Quite incosiderate, seeing as I'm [CAVE_ADAPTED], but we deal with what we can.
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knight-otu · 9 months ago
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Reblogging for what little visibility I can add.
With the ever-helpful staff clearing transgender accounts, in the event that this page goes down, I will attempt to create another FYDF account on wherever is safest for transwomen like myself to make one.
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knight-otu · 10 months ago
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Toady's and ThreeToe's Devlog for 01/30/2024
Toady One and ThreeToe, from the Dwarf Fortress Development Log:
Here's the February report and also a Future of the Fortress reply.
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knight-otu · 10 months ago
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Toady's Devlog for 01/30/2024
Toady One, from the Dwarf Fortress Development Log:
Sorry for the news delay - I've been expecting a 50.12 patch and it's been moving slower than anticipated. We recently posted an adventure mode progress update over in the Steam news. And here's the report and the monthly Q&A. Hopefully the patch will be together soon!
Note that Toady refers to the report and monthly Q&A of January here, which he posted at the beginning of the month. The February versions will be posted in the coming days.
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