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Dwarf Fortress (53.16) [amd64] [ENG] [L] [Native] torrent


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Torrent added:2023-09-19 23:35:00

Download Dwarf Fortress (53.16) [amd64] [ENG] [L] [Native] torrent




Torrent Description
Игры » Игры для Linux » Нативные игры для Linux

Dwarf Fortress

Год выпуска: 6 дек. 2022
Жанр: Ролевая игра, Симулятор, Стратегия
Разработчик: Bay 12 Games
Сайт игры: https://kitfoxgames.itch.io/dwarf-fortress
Издательство: Kitfox Games
Используемые библиотеки: Native
Мультиплеер: нет
Архитектура: amd64
Версия: 53.16
Лицензия: проприетарная
Язык интерфейса: только английский
Язык озвучки: нет
Таблэтка: не требуется

Минимальные системные требования:
64-разрядные процессор и операционная система
Процессор: Dual Core CPU - 2.4GHz+
Оперативная память: 4 GB ОЗУ
Видеокарта: 1GB of VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
Место на диске: 500 MB

Рекомендованные системные требования:
64-разрядные процессор и операционная система
Процессор: Dual Core CPU - 4GHz+
Оперативная память: 4 GB ОЗУ
Место на диске: 500 MB

Описание: Самая глубокая и сложная симуляция мира в истории. Легендарная Dwarf Fortress — теперь и на itch.io! Постройте крепость и помогите своим дварфам выжить в мире с глубочайшей генерацией.

Трейлер Dwarf Fortress

Дополнительная информация:
ВНИМАНИЕ: Сейчас играть можно только на английском. Разработчики изучают вопрос локализации, но даты выхода гипотетической версии на русском пока нет. Спасибо!

Приготовьтесь к самой глубокой и сложной симуляции мира в истории.

Особенности Это не просто генеративная геометрия — это целый мир. Здесь симулируются взлет и падение цивилизаций, личности, существа, культуры и многое другое. Бесконечные часы геймплея.
Теперь с красивой пиксельной графикой!
Освойте основы с помощью внутриигровых обучающих материалов
Развивающийся проект всей жизни — создается и обновляется с 2003 года и не собирается останавливаться
Сгенерируйте свой уникальный мир и управляйте процветающей колонией дварфов — хоть они и копают в сторону погибели
Новое бесконечное хобби — специально для вас! Наличие/отсутствие рекламы: Реклама отсутствует
Описание контента для взрослых: Dwarf Fortress содержит текстовые описания насилия и статические 2D-спрайты, которые могут заканчиваться насилием. Для бесперебойной работы крепости дварфам необходимо употребление алкоголя, что описывается в тексте. Дварфы могут испытывать душевные страдания, и в крайних случаях это может привести к тому, что они лишат жизни себя или других.
[spoiler="Больше информации"]
Об игре
Легендарная Dwarf Fortress теперь на itch.io! Постройте крепость и помогите своим дварфам выжить — несмотря на угрозу голодом, драконами и безумием.

В этой сложной симуляции с элементами строительства, менеджмента и роглайк-геймплея каждый сгенерированный мир — уникальное испытание: будь то дварфы с проработанными личностями или водонаборные зоны. Со временем ваша цивилизация неизбежно придет в упадок — отследите, почему, и учитесь на ошибках… пока что-нибудь другое не пойдет неизбежно не так.

Боевая система учитывает навыки, части тела, свойства материалов, цель ударов, рукопашную борьбу, боль, тошноту, различные виды ядов и многое другое.

Трудно объяснить, насколько глубока здесь генерация. Сотни животных и монстров, многие из которых создаются заново для каждого мира, а также сгенерированные стихи, музыкальные жанры, инструменты и танцы, которые ваши дварфы могут изучать и исполнять. Динамическая модель погоды отслеживает ветер, влажность и воздушные массы, создавая фронты, облака, бури и метели. Более двухсот видов горных пород и минералов появляются в естественных геологических условиях.

Помните: проигрывать — весело!

Новости
Все та же старая добрая Dwarf Fortress — но теперь с поддержкой графики и музыкальным сопровождением. Впрочем, пара красивых наворотов не меняет сути.

Художник модов к Dwarf Fortress Джейкоб Ironhand Боуман объединился с художниками Кэролайн Джонг и Neoriceisgood. Вместе они создали совершенно новый набор спрайтов для игры — и продолжают регулярно его дополнять.

У Dwarf Fortress теперь есть саундтрек из двух альбомов, созданный Дабу и Саймоном Свервером — с композициями в том числе на языке дварфов!

Начать играть стало как никогда просто! Мы улучшили опыт новичков, добавив обучающие материалы, которые помогут вам построить первую крепость и поддерживать уровень счастья дварфов.

Режим крепости
Командуйте дварфами, когда они ищут сокровища в сгенерированных горах. Им понадобится постоянный запас еды и пива, но также — ваше руководство в выживании при атаках враждебных цивилизаций, диких животных или даже нежити. Создавайте сокровища и мебель из различных материалов.
Основывайте баронства и поддерживайте всё более требовательную знать.
Читайте мысли дварфов и помогайте им сохранять хорошее настроение.
Стройте шлюзы, тем самым перенаправляя воду для сельского хозяйства и предотвращая несчастные случаи с магмой.
Создавайте постройки и наблюдайте, как дварфы открывают и развивают свою культуру: таверны, библиотеки, храмы, производство мёда и воска, гончарное дело, дрессировку животных, переплёт книг и многое другое. Режим приключений Отправьтесь куда угодно! Исследуйте любые цивилизации, зарабатывайте репутацию, набирайте последователей.
Ваша крепость и сгенерированный мир ощущаются иначе — теперь они более осязаемы.
Исследуйте мифические подземелья в поисках магических предметов и артефактов, заполняйте журнал заданий.
Намёки на мифологию и магию — как задел для дальнейшего обогащения симуляции.
Дополнительный час музыки от Дабу и Саймона Свервера — вторая часть оригинального саундтрека. Наследие Именно Dwarf Fortress исходно вдохновила RimWorld, Prison Architect, Minecraft и многие другие игры.
Одна из первых видеоигр, приобретённых Музеем современного искусства в Нью-Йорке.
Игра обновляется уже более 16 лет двумя братьями — Тарном Toady One Адамсом и Заком Threetoe Адамсом, а с 2020 года их поддерживают Kitfox Games.
[/spoiler]
Порядок установки:
Скачать.
Распаковать.
Сделать run_df исполняемым в его свойствах и запустить его.
Играть.
[spoiler="Скриншоты"]

[/spoiler]
[spoiler="Список изменений"]
Release notes for 53.16 (August 5, 2026):

This patch adds some quality of life features, fixes some bugs, and addresses some issues with the extinct creatures patch. A key cause of overindulging tavern patrons was fixed. Dinosaurs grow more slowly and dinosaur people have their missing attack types. Divine objects are visible, generally, and visiting scholars should stop walking off with your books and scrolls. And many more!

General updates Fanciful (but existent) creatures like unicorns appear again and have their materials tracked. This also caused some issues with zombies coming back to life (and then dying immediately because of their rotted state.)
Tavern goers will no longer order a drink from every single tavern keeper in the bar and drink them all, causing them to die of acute alcohol poisoning.
Tavern keepers will now refuse orders for drinks if the one ordering it is sufficiently drunk (if their personality allows.)
Dwarves will exercise self-control and not order alcohol from tavern-keepers when drunk (if their personality allows.)
Saves can be sorted by most recently played now.
Ordered potential memorial slab engraving jobs by urgency and added some coloration.
Visitors should no longer steal fortress library books (or other fortress items.)
Disabled "be with family" need until isolated residents have ways to visit, be visited by, or contact distant family.
Added confirmation for changing or clearing hotkey recenter locations.
Added various missing attacks to the extinct creature people.
Changed growth rates for various extinct creatures.
Changed egg size and clutch size for various extinct creatures.
Stopped caravan from bringing food when it wasn't needed due to seed and drink overcounting.
Strengthened effect of unconditional surrender.
Stopped player messengers from being given conflicting diplomacy goals (such as declaring war and making an alliance.)
Stopped dwarves from being trapped in guildhall skill demonstrations when they have unmet social needs.
Strange mood dwarves will no longer make equipment types from outside of their civilization.
Fixed broken xml export for historical negotiation events.
Wilderness creature type number further depends on the size of each region.
Click the bottom stockpile button now goes directly to adding a new stockpile.
Gave recenter information to building destruction and toppling announcements.
Stopped tantruming dwarves and others from targeting farm plots for destruction.
Announcement and report recenter buttons should properly close their menus again.
Added description to top of burrow menu. Graphics updates Procedural weapons and armor images appear, and procedural weapons appear when held (worn armor will have to come later.)
Stone short sword should now appear as held item properly.
Made skill blocks of administrator candidates easier to parse.
Improved display of game load/worldgen errors.
Quern and millstone cursors appear properly when placing them.
Displayed cauldrons properly in night troll lairs.

[hr]

Release notes for 53.15 (June 25, 2026):

This patch adds a hundred animals that went extinct in the real world. Each of these animals also gets an animal person. You'll need to create a new world to see them. There are five options for the frequency of the extinct animals. You can have them in untamed wilds, small isolated areas, every wilderness, or even domesticated by most civilizations. You can also keep them extinct.

This release also brings a graphical update to existing animal people. You can now see their held equipment and some of their bodywear. This should work in your old saves without a new world.

[hr]

Release notes for 53.14 (May 20, 2026):

This small patch fixes a crash to do with the changes to announcements from last time.

[hr]

Release notes for 53.13 (May 13, 2026):

This patch gives messengers more tasks, like the ability to make peace and improve or open trade relations. You can assign messengers in the same menu where you assign other positions like the manager and broker, and you can give them missions from the world screen (button on the lower right.) There are also some optimizations and other fixes.

Diplomacy Your appointed messengers can now do a variety of diplomatic missions from the world screen. Make peace, declare war, make contact, and improve trade. You can also seek alliances if you have the monarch in your fortress.
Increased the priority of messenger actions.
It's possible to open trade with humans and elves before their usual time if you send a messenger. You can also open trade with multiple civilizations of the same type.
If traders don't make decent profits and you do not engage in negotiations, trade will taper off.
Added confirmation to mission interface.
Changed some colors on mission interface.
Added a dialog line for dwarven traders from other civilizations.
Fixed issue where turning enemies off lead to early caravans (requires resetting difficulty to apply). General updates Optimization: zombies don't consider their surrounding until disturbed.
Optimization: throttled creatures trying to repeatedly failing path.
Added announcements for residents and creatures that have begun throttling pathing.
Can view activity details again from the residents list.
Stopped scroll bar from disappearing when closing bins near the bottom of the trade list.
Increased the maximum number of announcements that can be saved.
Prioritized the removal of sparring announcements from the announcement list.
Tries to repair corrupted musical instruments upon load.
Did some exception handing for map saving and loading.
Added the ability to display all logged errors on screen (useful for debugging mods etc).

[hr]

Release notes for 53.12 (April 15, 2026):

Here's a quality of life patch that addresses various issues. You can see your active petitions now and it's harder to disband squads accidentally. Clothing wears down more slowly. Selecting items inside bins during trade works more intuitively. You can see the products and required items for jobs in workshops. Soldiers wear boots properly. See the full list below.

General updates Added display of accepted petition building projects (guildhalls and temples).
Added standing orders to automatically accept or reject citizen petitions and various residency petitions.
Added standing orders allowing mining designations to globally ignore new warm/damp stone warnings.
Squad disband icon is no longer a red X that looks like it closes the menu.
Disbanding squads now requires confirmation.
Items suffer less damage from age and worn items wear down more slowly.
Traders bring clothes properly sized for all fortress citizens and long-term residents.
Added tooltips showing products and required materials when adding new tasks in workshops.
Changed behavior of bin selection in trade menu. Clicking the bin now selects all items inside as well, and these can be unselected one at a time. Clicking a selected bin unselects all of its contents.
You can now click anywhere on item listings in the trade/barter menus to select the item.
Added a select all button to the move-goods-to-depot menu.
Made squad soldiers remove shoes properly if they conflict with their uniform's boots.
Reordered work order buttons.
Clicking on name of work order or shop text allows number entry.
Made the difficulty setting "priesthood unit count" properly effect temple petitions.
Closing the unit selector no longer also closes menu that opened it.
Made stone use and children's chore scrollbars work properly.
Changed citizens label to residents in unit list to reflect all who are listed.
Show residency vs. citizenship status on unit summary sheet.
Shows the deity being worshipped in meeting hall location info box.
Shows the deity being worshipped in location assignment list.
Shows location type in meeting hall location info box.
Shows location type in location assignment list.
Shows current guildhall existence/petition status when choosing a new guildhall.
Shows current temple existence/petition status when choosing a new temple.

[hr]

Release notes for 53.11 (March 4, 2026):

Here's another routine patch. Notably, good food should make dwarves happier and they should seek out better food. I've been sick through February so the changes are a bit sparse, but I should be back at things now.

General updates Made happy food thought levels easier to obtain (more in line with newer food values).
Dwarves seek good meals more aggressively and value better foods over worse ones more precisely.
Stopped dwarves from forgetting friends/grudges they rarely meet after a few years.
Added item dimension check to strange moods to make sure they don't gather e.g. infinite cloth from hospital zones.
Stopped world gen interrogations from sometimes disordering known site records.
Fixed crash issue with error-logging for certain modded languages.
Fixed some potential multithreading stability issues.
Added some crash-proofing to conversations.
Worldgen now aborts instead of quitting the whole game when a raw object is missing.
Fixed issue causing deletion of nemesis records for units.
Made several distance calculations euclidean instead of rectangular.
Fixed issue with temperature check so that certain items (butchery products etc.) respond to temperature properly.
Changed filesystem for certain setups to support UTF-8 strings.
Fixed problem causing party tactical AI settings to be unchangeable.
Fixed display problem for desired metal cages and chains in dungeons.
Fixed problem causing generated creatures to not be immune to their own poisons.
Stopped channeling in the undiggable underworld.
Made choreographers and composers use existing music and poems for their works instead of always making new ones.
Made werebeast types duplicate if necessary rather than creating blobs (only applies if werebeast curse number set higher than 72).
Fixed typo in angel descriptions.

[hr]

Release notes for 53.10 (January 12, 2026):

This patch fixes a freeze and a display error in some creature lists. We also added the final aquatic portraits.

General updates Stopped game from freezing during some item storage checks related to burrows. Graphics updates Added 28 aquatic portraits to finish the set.
Made dwarves clothed again in certain lists.
Stopped last portrait being shown on small animal sheets if the animal has no portrait.
Made female peachick visible again.

[hr]

Release notes for 53.09 (January 7, 2026):

Here's a patch with lots of routine fixes. Lots of new portraits and some updated portraits. Small experimental beasts now have their own colorful graphics to match the forgotten beasts. Find details below:

Graphics updates New procedural graphics for small experiments.
New animal portraits, and some new full body animal tiles.
Can pop up basic small animal sheets to view portraits and read descriptions for small animals.
Offering place, display furniture, and nest box show proper item materials when placed as buildings.
Uses proper list icons for creatures when choosing animals in embark or adventure setup.
Added further box highlighting for chosen/hero/ordinary selection in Classic.
Added error log for unrecognized tile graphics rectangle tokens.
Properly sized giant flying/gray squirrel list icons and corpses.
Fixed upright weapon trap display error.
Minimap properly updates on certain recenter commands. General updates Stopped mood dwarves from choosing inaccessible workshops and causing path cancellation lag.
Dwarves no longer try to store pile and tomb items which are located outside their burrows.
Dwarves no longer try to store carried objects outside of their burrows.
Stopped dwarves with no working grasps from trying to store owned objects and excess equipment.
Made armor appear again on many non-sieging units where it was missing.
Mothers seeking lost infants no longer respect burrows but do respect chains.
Mothers no longer seek ghostly babies.
If an egg hatches and the mother is assigned to a zone (e.g. pasture), the baby is now assigned to the zone.
Soldiers given an order while hauling will now drop their hauled job items instead of taking them along on duty.
Dwarves heading off to meetings will drop hauled items from cancelled jobs.
Dwarves are more likely to handle their hauled drink-related items after drinking.
Appropriate buildings now stop rain and snow.
Added indication during assignment of specific military items whether the item is already assigned elsewhere.
Animal traps can catch subterranean water creatures like cave lobsters again.
Cave lobsters can be processed in the fishery and their shell can be used for shell crafts.
Creatures that leave statue corpses now leave statues of themselves rather than of random creatures.
Prophets and other religious people with prophetic belief systems will no longer include incorrect beliefs in their greetings.
Stopped pedestals and display cases from being allowed to display themselves.
Made mussels and oysters stop appearing on land when animals root around near oceans.
Stopped a few illegal werebeast types from being created.
Added visual button to back out of art element creation and deletion.
Fixed conflicting hauling/hot keys keybindings. You may have to restore defaults or update it yourself if you have custom bindings.
Specified amount created in some job names.
Fixed some item description grammar.
Fixed broken child/baby strings in certain contexts like action reports.
Cleaned up procedural creature text a bit.
Fixed incorrect name for coral material.
Fixed improper text for mythical dream objects.
Giant and animal person variants of pool creatures will now appear in savage lakes. (New worlds)
Fixed a few typos with key binding text.

[hr]

Release notes for 53.08 (December 19, 2025):

Here's a little patch to clean up some issues that sprang up (broken deconstruction speeds, broken work detail scrollbar.)

I've also tried to adjust the new material-based dwarf dig speeds to be faster overall - there had to be give somewhere, so legendary miners now aren't as relatively speedy (they are still twice as fast as a novice.) Native metals were also taking way too long to mine. And the lack of drinks effect was coming on a little too strong too early in mining in a noticeable way.

General updates Reduced erroneously long deconstruction speeds.
Fixed broken scrollbar for work detail labor list.
Changed relationship between mining speed, mining skill, and materials.
Fixed broken mining speeds for native metals.
Moderated lack of drink effect on work speed.

[hr]

Release notes for 53.07 (December 18, 2025):

Here's another patch for the Siege Update. Dwarves will now have happy thoughts to bolster them after sieges, while invader movement has been made a bit more dynamic. There are lots of new animal portraits. Hundreds of them! And the lua has been brought in line with our full set of procedural creature graphics, so forgotten beasts in new worlds should look extra fancy now.

Siege Updates Added a positive thought for everybody in the fortress when a siege is defeated.
Made siege leaders a bit more dynamic when cut off.
Made fleeing invaders with special movement (flying, magma etc.) escape more cleanly.
Added invasion creature cap and strength to the difficulty settings.
Pick/wall material now impacts digging speed through natural materials (for invaders and the player).
Hunters reserve only 25 bolts at embark now.
Default archer uniforms at embark specifies weapon if civilization has only one type.
Default archer uniforms at embark created for both leather and metal armor. Graphics Updates Added hundreds of new creature portraits, and added new full body graphics for a few natural creatures.
Added some new graphical layers to forgotten beasts/demons/titans and enhanced other layers.
Added some missing graphical layers and tweaks to forgotten beasts/demons/titans/experiments. General Updates Fixed a crash caused by kitchen input with no entries.
Fixed a crash related to post-worldgen population growth.
Stopped items thrown at visitors by tantruming dwarves from causing an escalation to lethal combat.
Stopped drunk/tantrum brawlers from attacking small and vulnerable body parts like the throat.
Throwing and pinching are no longer considered brawling-level moves.
Added a chance for falling creatures and objects to bounce at each level of stairs or heavy branches, rather than falling all the way down.
Added (economic) difficulty setting for fortress dig speed. Currently the same on normal/hard.
Tree/axe material impacts tree felling speed.
Stopped certain children/animals from being born with negative sizes and/or random ages.
Displayed correct age in years on sheets, respecting birthday.
Displayed proper experimented-upon historical figure name in experiment description.
Stopped fort vampires from attempting to disguise their kills with unique "Zero Kill" text on their kill list.
Handled a few more issues with hospital patients and caretakers being frozen.
Fixed grazer status only being displayed for grazers with long names.
Brought mead value in line with other drinks.
Properly respected complete ocean edge minimum settings of 1 and 2 during world generation.
Added a mitigation for underground feature save corruption.
Fixed some sort issues with lua for RNG stability.

[hr]

Release notes for 53.06 (November 24, 2025):

Continuing to add improvements to the Siege Update. Some sources of siege freezes/lag are gone, and the invaders should be a bit smarter with more active rams. Some new graphics tweaks, and a new song, "Nabidas"! The problem with inter-party fighting in adventure mode on ambush is fixed.

Siege updates Fixed slowdown associated with invaders trying to break through certain floors from below.
Made builders always try to connect staircases even if the main siege path has changed.
Fixed issue causing siege path to sometimes reset if it required both miners and builders.
Fixed issue causing battering ram pathing spam.
Added some more pathing spam prevention to invader planning.
Made building invaders give up on stale irrelevant far away build jobs.
Improved siege composition to stop overemphasis on heavily armored unskilled invaders.
Fixed some exploration behavior that got invaders stuck in trees too often.
Made rams more active. Audio New song "Nabidas" plays in any context. Graphics Updated dwarf and human skin tones/eyes in full body pictures.
Blind cave ogre fingers and toes properly represented.
Updated snail people graphics.
Updated gem graphics.
Updated jeweler's workshop graphics.
Added palettes for leather and skins.
Creatures without corpse pictures show a skeleton or liquid blob.
Centered cave swallow and serpent person images and fixed serpent person corpse image. General updates Stopped adventure mode party members from feeling instinctual need to hunt and kill other party members when ambushed by wild animals.
Stopped glob spitting procedural creatures from spitting unknown material rather than poison.
Fixed issue that could cause adventure mode bandit harassment from ending prematurely.
Added more medical job exemptions to mount-being-controlled-by-rider rule.
Stopped ghosts that return from the dead twice from reporting an improper location as the site of the return.

[hr]

Release notes for 53.05 (November 18, 2025):

General updates Fixed crash with animal domestication status sorting
Fixed happiness sorting

[hr]

Release notes for 53.04 (November 17, 2025):

Continuing to improve the Siege Update. You can now view and set the status of your siege engines from a centralized tab. Lots of improvement for invader AI, and ogres look properly scary now. There are also some general improvements to item pictures, as well as various stability fixes.

Siege updates Randomized attack times throughout a given season.
Added siege engines to Places.
Fixed some issues with invader building targeting.
Fixed issue causing humans and elves to sometimes be unable to send serious attacks.
Fixed an issue causing more brazen thieves to not have their support groups.
Fixed issue stopping beasts from exploring the map.
Stopped immediate fleeing of non-ranged support groups.
Made support groups want to leave soon after the group being supported is done or aborts.
Ogres and blind cave ogres have new graphics, including respect of blocks and great picks.
Fixed error making certain creatures like ogres appear with incorrect ages.
Fixed issue causing catapult/ballista firing job not to cancel when requested.
Fixed catapult and ballista hover instructions. General updates Updated various item graphics.
Fixed occasional crash in the justice screen.
Fixed justice menu in Classic Mode.
Fixed potential crash from constructed walls without materials.
Fixed potential load crash from corrupt strings.
Fixed issue causing necromancers to always have summons.
Fixed lua type issue with world gen seeds.
Fixed issue with kitchen ingredient hash.
Made multithreading option save after choice during popup.
Fixed issue with identity selection of infiltrators versus buildings available for visitors.
Some additional stability changes.

[hr]

Release notes for 53.03 (November 10, 2025):

Here are some more fixes for the Siege Update. Fixed crash when loading certain historical figures from the disk.
Fixed an occasional crash when doing multi-stage construction.
Fixed issue where battering ram operators could get stuck in ground when the ram turns.
Stopped brewing jobs from searching for improper items.
Stopped babies born in fort from worshipping extra deities.

[hr]

Release notes for 53.02 (November 4, 2025):

Here's some cleanup for the Siege Update to fix a few issues.

General updates Hospital patients and babies don't shut off the brains of people carrying them, again.
Made siege engine operators leave their engines when not commanded to be there.
Added practice fire mode for siege engines.
Fixed a crash if world population is uncapped.
Corrected minor issues with siege engine target selection and skill use.
Stopped wagon goods from creating incorrect transparent pixels in wagon.
Fixed typo with some plurals.

[hr]

Release notes for 53.01 (November 3, 2025):

This is the Siege Update. Invaders should cause some more trouble now. Aside from a few minor things mentioned below, you don't have to create a new fort or world for this update.

We've done about half of the possible changes we were contemplating on the roadmap and we will certainly be doing some more, especially the magical stuff, as work continues. This update is a nice self-contained improvement for regular siege behavior, so we're posting it without further delay.

Siege update - Attack Invaders can build stairs and floors.
Invaders can break down constructions and many blocking buildings
Invaders can bring battering rams to bash through constructions and buildings.
Invaders can dig through natural walls (including trolls with great picks in new worlds.)
Invaders can be lead by historical military-related position holders.
Invaders track where deaths and trap incidents have occurred and eventually plan to avoid them.
Invader army composition is more varied, and invaders have different behavioral roles.
Invader can be more skilled and have better equipment.
Invaders can free their caged companions.
Goblins use more of the underground creatures (in new worlds.)
Flying invaders and invaders with flying mounts behavior improved.
Invaders enter over a wider edge width.
Difficulty settings allow you to change invader behavior and add restrictions. Siege update - Defense New bolt thrower siege engine. These fire regular bolts and can be freely rotated to any direction if an operator can stand behind it.
Catapult and ballista siege engines are placed with fixed firing arcs but can target in the full arc rather than firing only in cardinal directions, and they can fire vertically somewhat.
Boulders thrown by catapults explode on impact, ejecting sharp rock shards.
Reinforced walls can be made with two building material and one metal per tile. These are much more resistant to damage.
Materials of constructions and buildings matter more for damage amount.
Siege operators aren't as quick to abandon their positions.
Added siege operator default work detail (in new forts.)
Made fortress patrollers more careful to hit the nodes of their routes exactly.
War dogs should stay with their masters when their masters have squad orders. Audio updates New song Danger Room! Plays in the lively tavern. General updates Made carrying of the wounded more reliable.
Fix for non-square worlds.
Fix for archery training so they use unquivered ammo stacks properly.
Fixed issue with cavern critters sometimes failing to enter the map.
Fixed issue causing wilderness populations to slowly drain.
Fixed necromancer experimentation.
Fixed a typo in post world generation settlement placement.
Major optimization for pond filling.
Some general optimization and memory safety cleanup.
Fixed some plural names.
[/spoiler]
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