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Then through the week which just passed, we haven't left work orders, since work orders are complicated! In particular, adding conditions for them. I did another interview with BlindiRL about developments near and far.įor 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.I also did a more code-oriented interview over on Stack Overflow.
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The summer video update post (video link on YouTube). where you could see the size of the dancefloor and goblet numbers, though we're probably not going to change much about that so we can move on. We're also taking this opportunity to finish updating all the different location details interfaces, e.g. Doctors will also be assignable to the whole site as before, if you want them to work in multiple hospitals.
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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. The next task has been handling occupations, stuff like tavern keepers, performers, priests, scholars, that sort of thing. Beyond the information there, which was posted on the 12th, the work has continued in the same vein.
You can also create squads from the squad popup.
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. The working theory is doing everything from there, reserving the military info tab as a way to get an overview and for whatever multi-squad equipment/schedule controls are useful. 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. 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. Ah, I did add the ability to "pause" burrows, so you can quickly turn them on and off without worrying about alerts. You can place them, assign dwarves to them, give them symbols, and set their workshop behavior like before. That part hasn't changed - we'll probably just be focusing on cleaning up issues with them rather than changing how they work.
So yeah, the first part of the month was mostly catching up on stuff, as described in the first news post.
I appeared on the Stack Overflow Podcast. The Steam news from the 23rd has a video of a desert fort where you can see elements of the new interface in action. The Steam news from the 9th hasĪ short gif and summarized the cleanup I'd been doing early in the month. Here is a Future of the Fortress as well.
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Coming to Steam and itch.io! DOWNLOAD DWARF FORTRESS CLASSIC 0.47.05 (January 28, 2021) Windows |Īll Versions Current Development: RSS Feed, Release Feed, A report to start the month.